/
Debug.gd
41 lines (34 loc) · 1.21 KB
/
Debug.gd
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extends Node
onready var disc = get_parent().get_node('FrisbeeThings').get_node('Disc')
var players_controller
var player_labels
var game_camera
var debug_points
var debug = true
func _ready():
self.player_labels = self.get_node('PlayerLabels')
self.game_camera = self.get_parent().get_node('GameCamera')
self.debug_points = []
func _physics_process(delta):
if not self.debug:
return
if not self.players_controller:
return
for child in self.player_labels.get_children():
self.player_labels.remove_child(child)
for player in self.players_controller.all_players:
var l = Label.new()
l.text = player.get_debug_name()
l.rect_position = self.game_camera.unproject_position(player.translation+Vector3(0,2,0))
self.player_labels.add_child(l)
for p in self.debug_points:
var l = Label.new()
l.text = p.string
l.rect_position = self.game_camera.unproject_position(p.pos)
self.player_labels.add_child(l)
func debug_point(point, string):
self.debug_points.append({'pos': point, 'string':string})
func clear_debug_points():
self.debug_points = []
func set_player_controller(pc):
self.players_controller = pc