rj-action-library/Runtime/GameObjects/GameObject3D.cs

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C#
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2025-11-28 14:24:23 +00:00
using System.Diagnostics;
using System.Collections;
using System.Collections.Generic;
using System;
using Godot;
using System.Linq;
namespace Rokojori
{
[Tool]
[GlobalClass, Icon("res://addons/rokojori_action_library/Icons/GameObject3D.svg") ]
public partial class GameObject3D:Node3D, INetworkNode
{
[ExportGroup("Physics")]
[Export]
public PhysicsBody3D body;
[Export]
public Node3D origin;
[ExportCategory("Networking")]
[ExportGroup("Network Settings")]
[Export]
public NetworkTransportType networkType = NetworkTransportType.Never_Networked;
public NetworkTransportType GetNetworkType(){ return networkType; }
[Export]
public int networkOwner;
public int GetNetworkOwner(){ return networkOwner; }
protected List<NetworkNodeMember> _networkNodeMembers = null;
protected NetworkNodeSlot _networkNodeSlot = new NetworkNodeSlot();
public virtual List<NetworkNodeMember> GetNetworkNodeMembers()
{
if ( _networkNodeMembers != null )
{
return _networkNodeMembers;
}
_networkNodeMembers = CreateNetworkNodeMembers();
_networkNodeSlot.onMessage.AddAction( _OnNetworkMessageReceived );
InitializeNetworkMembers();
return _networkNodeMembers;
}
protected virtual List<NetworkNodeMember> CreateNetworkNodeMembers()
{
return new List<NetworkNodeMember>(){ _networkNodeSlot };
}
protected virtual void InitializeNetworkMembers()
{
for ( int i = 0; i < _networkNodeMembers.Count; i++ )
{
_networkNodeMembers[ i ]._SetNode( this );
}
}
protected virtual void _OnNetworkMessageReceived( NetworkMessageEvent m )
{
}
}
}