extends Spatial class_name BaseInventory var road_straights = [ roads_factory.BUMP, roads_factory.BUMP_SMALL, roads_factory.STRAIGHT, roads_factory.STRAIGHT_SMALL, ] var roads_left = [ roads_factory.CURVE_LEFT, roads_factory.CURVE_LARGE_LEFT, roads_factory.CURVE_SMALL_LEFT, roads_factory.SKEW_LEFT, roads_factory.CURVED_LEFT, ] var roads_right = [ roads_factory.CURVE_RIGHT, roads_factory.CURVE_LARGE_RIGHT, roads_factory.CURVE_SMALL_RIGHT, roads_factory.SKEW_RIGHT, roads_factory.CURVED_RIGHT, ] var roads_up = [ roads_factory.RAMP_UP, roads_factory.RAMP_CURVED_UP, roads_factory.RAMP_SMALL_UP, ] var roads_down = [ roads_factory.RAMP_DOWN, roads_factory.RAMP_CURVED_DOWN, roads_factory.RAMP_SMALL_DOWN, ] var roads_special = [ roads_factory.LOOP, ] var roads = [ road_straights, roads_left, roads_right, roads_up, roads_down, roads_special ] var player:Player var route:Route var item:Road var type:int = 0 var index:int = 0 signal item_changed(index, player) func _ready(): route = gamestate.game.route func set_player(new_player:Player): player = new_player func set_item(): if is_network_master(): if item: item.free() item = roads_factory.get_road_instance(roads[type][index]) if player != null: item.set_color(player.get_player_color()) item.rotate_y(PI/2) emit_signal("item_changed", roads[type][index], player)