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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
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@@ -50,7 +50,7 @@ func updateValue():
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countLabel.text = str(UIState.player.fields[FieldStore.Entity.FEED_COUNT_CAN_MADE] - selectedCount)
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needBB.count = refreshNeedBaseballCount
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func finish():
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Wave.next()
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WorldManager.rootNode.spawnWave()
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UIState.closeCurrentPanel()
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func regenerateCards():
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updateValue()
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@@ -54,16 +54,16 @@ func rebuildAllPlayers(playerNames: Array[String]):
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@rpc("any_peer")
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func startMultiplayerGame():
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MultiplayerState.isMultiplayer = true
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WorldManager.rootNode.multiplayer.multiplayer_peer = MultiplayerState.connection
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MultiplayerState.playerName = playerNameInput.text
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MultiplayerState.connection = multiplayer.multiplayer_peer
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WorldManager.rootNode.multiplayer.multiplayer_peer = multiplayer.multiplayer_peer
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for i in getPlayerNames():
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EntityBase.generatePlayer(i)
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UIState.closeCurrentPanel()
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func startSingleplayerGame():
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MultiplayerState.isMultiplayer = false
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EntityBase.generatePlayer(playerNameInput.text)
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Wave.next()
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WorldManager.rootNode.spawnWave()
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UIState.closeCurrentPanel()
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func _ready():
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