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Dog-Lynx-And-HCN/scripts/Contents/Panels/Starter.gd
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GDScript
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@tool
extends FullscreenPanelBase
@onready var diffEdit: HSlider = $"%diffEdit"
@onready var startBtn: Button = $"%startBtn"
@onready var startMultiplayerBtn: Button = $"%startMultiplayerBtn"
@onready var levelShow: Label = $"%levelShow"
@onready var hostInput: LineEdit = $"%hostInput"
@onready var portInput: LineEdit = $"%portInput"
@onready var launchBtn: Button = $"%launchBtn"
@onready var connectBtn: Button = $"%connectBtn"
@onready var maxPlayerInput: LineEdit = $"%maxPlayerInput"
@onready var connectionState: Label = $"%connectionState"
@onready var disconnectBtn: Button = $"%disconnectBtn"
@onready var playerNameInput: LineEdit = $"%playerNameInput"
@onready var serverConfig: VBoxContainer = $"%serverConfig"
func _ready():
diffEdit.min_value = GameRule.difficultyRange.x
diffEdit.max_value = GameRule.difficultyRange.y
multiplayer.connection_failed.connect(
func():
setState(MultiplayerState.ConnectionState.DISCONNECTED)
)
multiplayer.peer_connected.connect(
func():
setState(MultiplayerState.ConnectionState.CONNECTED_CLIENT)
)
startBtn.pressed.connect(
func():
EntityBase.generatePlayer(playerNameInput.text)
Wave.next()
UIState.closeCurrentPanel()
)
startMultiplayerBtn.pressed.connect(
func():
pass
)
maxPlayerInput.text_changed.connect(
func(text):
MultiplayerState.maxPlayer = int(text)
)
launchBtn.pressed.connect(
func():
MultiplayerState.launchServer(int(portInput.text))
setState(MultiplayerState.ConnectionState.CONNECTED_HOST)
)
connectBtn.pressed.connect(
func():
multiplayer.multiplayer_peer = MultiplayerState.connectClient(hostInput.text, int(portInput.text))
setState(MultiplayerState.ConnectionState.CONNECTING)
)
disconnectBtn.pressed.connect(
func():
setState(MultiplayerState.ConnectionState.DISCONNECTED)
)
setState(MultiplayerState.ConnectionState.DISCONNECTED)
func _physics_process(_delta):
levelShow.text = "%d ∈ [%d, %d]" % [diffEdit.value, diffEdit.min_value, diffEdit.max_value]
GameRule.difficulty = diffEdit.value
func setState(state: MultiplayerState.ConnectionState):
MultiplayerState.state = state
connectionState.text = "状态:%s" % MultiplayerState.stateTextMap[state]
connectionState.modulate = MultiplayerState.stateColorMap[state]
disconnectBtn.disabled = not MultiplayerState.isConnected()
startMultiplayerBtn.disabled = not MultiplayerState.isConnected()
serverConfig.visible = MultiplayerState.state == MultiplayerState.ConnectionState.CONNECTED_HOST