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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-09 05:07:12 +08:00

refactor(wave): 重构波次生成逻辑以支持多人游戏

将波次生成逻辑拆分为数据准备和实体生成两个阶段,便于多人游戏同步
修改 Wave 类以支持实例数据复制
更新相关调用点使用新的波次生成方式
This commit is contained in:
2025-11-13 22:39:36 +08:00
parent 8ed0837c9d
commit 12191f4233
5 changed files with 40 additions and 21 deletions
+1 -1
View File
@@ -50,7 +50,7 @@ func updateValue():
countLabel.text = str(UIState.player.fields[FieldStore.Entity.FEED_COUNT_CAN_MADE] - selectedCount)
needBB.count = refreshNeedBaseballCount
func finish():
Wave.next()
WorldManager.rootNode.spawnWave()
UIState.closeCurrentPanel()
func regenerateCards():
updateValue()
+2 -2
View File
@@ -54,16 +54,16 @@ func rebuildAllPlayers(playerNames: Array[String]):
@rpc("any_peer")
func startMultiplayerGame():
MultiplayerState.isMultiplayer = true
WorldManager.rootNode.multiplayer.multiplayer_peer = MultiplayerState.connection
MultiplayerState.playerName = playerNameInput.text
MultiplayerState.connection = multiplayer.multiplayer_peer
WorldManager.rootNode.multiplayer.multiplayer_peer = multiplayer.multiplayer_peer
for i in getPlayerNames():
EntityBase.generatePlayer(i)
UIState.closeCurrentPanel()
func startSingleplayerGame():
MultiplayerState.isMultiplayer = false
EntityBase.generatePlayer(playerNameInput.text)
Wave.next()
WorldManager.rootNode.spawnWave()
UIState.closeCurrentPanel()
func _ready():