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extends Node3D |
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enum GameModes { TRAINING, AI_VS_AI, PLAYER_VS_AI } |
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@export var game_mode: GameModes = GameModes.TRAINING |
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@export var game_scene: PackedScene |
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## If set to 0, it will be an infinite race without announcing winners. |
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@export_range(0, 10, 1, "or_greater") var total_laps := 0 |
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@export var seconds_until_race_begins: int = 5 |
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func _ready(): |
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var new_game_scene: Node3D = game_scene.instantiate() |
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var sync = new_game_scene.get_node("Sync") as SyncAllowHumanControlOnInference |
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var cars = new_game_scene.get_node("Cars") as CarManager |
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var ui = new_game_scene.get_node("UI") as UI |
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var track = new_game_scene.get_node("Track") as Track |
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cars.infinite_race = false if total_laps > 0 else true |
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cars.total_laps = total_laps |
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ui.total_laps = total_laps |
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cars.ui = ui |
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cars.seconds_until_race_begins = seconds_until_race_begins |
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match game_mode: |
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GameModes.TRAINING: |
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sync.control_mode = sync.ControlModes.TRAINING |
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track.training_mode = true |
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sync.speed_up = 20.0 |
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GameModes.AI_VS_AI: |
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sync.control_mode = sync.ControlModes.ONNX_INFERENCE |
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cars.training_mode = false |
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sync.speed_up = 1.0 |
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GameModes.PLAYER_VS_AI: |
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sync.control_mode = sync.ControlModes.ONNX_INFERENCE |
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cars.training_mode = false |
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cars.player_vs_ai_mode = true |
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sync.speed_up = 1.0 |
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add_child(new_game_scene) |
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