FlagHolder🔗

Inherits: Node3D

This component is a unified system to manage Flag ownership, interaction logic, and visual displays for the owning Entity.

Properties🔗

int

throw_force

16

TextureProgressBar

texture_progress

<unknown>

Timer

timer

<unknown>

Node3D

mesh

<unknown>

Flag

flag

Methods🔗

void

_process(_delta: float)

void

grab(p_flag: Flag)

void

drop()

void

throw(pressed: bool)


Property Descriptions🔗

int throw_force = 16 🔗

There is currently no description for this property. Please help us by contributing one!


TextureProgressBar texture_progress = <unknown> 🔗

The radial progress bar to display the throwing force


Timer timer = <unknown> 🔗

There is currently no description for this property. Please help us by contributing one!


Node3D mesh = <unknown> 🔗

The flag mesh to display when the owner carries the flag


Flag flag 🔗

The reference to a Flag node, useful when Flag.state is Flag.FlagState


Method Descriptions🔗

void _process(_delta: float) 🔗

There is currently no description for this method. Please help us by contributing one!


void grab(p_flag: Flag) 🔗

This method grabs a Flag which set the mesh visible, holds a reference to it and emits the Flag.grabbed signal to handle further state changes


void drop() 🔗

There is currently no description for this method. Please help us by contributing one!


void throw(pressed: bool) 🔗

This method send the throw input to the multiplayer authority while displaying a throw force progress on the HUD of the client. When the throw action is released (before an abort timeout) it will also send that input to the authority and stop displaying the throw force progress on the HUD of the client.