netfishing/world/regions/world_region.gd

60 lines
1.7 KiB
GDScript

@tool
class_name WorldRegion
extends Node3D
@export var region_id: StringName
@export var fishable_water_root: NodePath = ^"FishingWater"
@export var water_recovery_root: NodePath = ^"WaterRecovery"
@export var safe_respawns_root: NodePath = ^"SafeRespawns"
func get_fishable_water_regions() -> Array[FishableWaterRegion]:
var regions: Array[FishableWaterRegion] = []
var root: Node = get_node_or_null(fishable_water_root)
if root == null:
return regions
_collect_fishable_water_regions(root, regions)
return regions
func get_water_recovery_triggers() -> Array[PlayerWaterTrigger]:
var triggers: Array[PlayerWaterTrigger] = []
var root: Node = get_node_or_null(water_recovery_root)
if root == null:
return triggers
_collect_water_recovery_triggers(root, triggers)
return triggers
func get_safe_respawn_points() -> Array[SafeRespawnPoint]:
var points: Array[SafeRespawnPoint] = []
var root: Node = get_node_or_null(safe_respawns_root)
if root == null:
return points
for child: Node in root.get_children():
var point: SafeRespawnPoint = child as SafeRespawnPoint
if point != null:
points.append(point)
return points
func _collect_fishable_water_regions(
root: Node,
regions: Array[FishableWaterRegion],
) -> void:
for child: Node in root.get_children():
var water := child as FishableWaterRegion
if water != null:
regions.append(water)
_collect_fishable_water_regions(child, regions)
func _collect_water_recovery_triggers(
root: Node,
triggers: Array[PlayerWaterTrigger],
) -> void:
for child: Node in root.get_children():
var trigger := child as PlayerWaterTrigger
if trigger != null:
triggers.append(trigger)
_collect_water_recovery_triggers(child, triggers)