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refactor(网络同步): 重构实体同步逻辑和玩家生成流程
- 将EntityBase的health改为@export变量以便同步 - 添加MultiplayerSynchronizer节点处理网络同步 - 修改Wave.next()方法处理EncodedObjectAsID类型 - 添加findPlayer方法通过名称查找玩家 - 调整玩家生成流程,确保UIState.player正确设置
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@@ -1,10 +1,24 @@
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[gd_scene load_steps=41 format=3 uid="uid://cvogxi7mktumf"]
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[gd_scene load_steps=42 format=3 uid="uid://cvogxi7mktumf"]
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[ext_resource type="Script" uid="uid://ds3j3f82li68h" path="res://scripts/Statemachine/EntityBase.gd" id="1_mvol6"]
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[ext_resource type="Texture2D" uid="uid://dwwpkn4q07ja2" path="res://icon.svg" id="2_7lpu0"]
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[ext_resource type="AudioStream" uid="uid://cn876dtp1ypqx" path="res://resources/sounds/effect/Collect.wav" id="2_qt0aq"]
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[ext_resource type="PackedScene" uid="uid://dcjqjqere8ets" path="res://components/UI/EntityStateBar.tscn" id="2_uje1g"]
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_tiuhe"]
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properties/0/path = NodePath(".:displayName")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/1/path = NodePath(".:position")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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properties/2/path = NodePath("texture/animator/animatree:parameters/blend_position")
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properties/2/spawn = true
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properties/2/replication_mode = 1
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properties/3/path = NodePath(".:health")
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properties/3/spawn = true
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properties/3/replication_mode = 1
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[sub_resource type="SpriteFrames" id="SpriteFrames_wcqpm"]
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animations = [{
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"frames": [{
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@@ -374,10 +388,14 @@ alpha_curve = SubResource("CurveTexture_vvfxd")
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[sub_resource type="CircleShape2D" id="CircleShape2D_34h7q"]
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[node name="HJM" type="CharacterBody2D"]
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[node name="EntityBase" type="CharacterBody2D"]
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collision_layer = 0
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script = ExtResource("1_mvol6")
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[node name="syncer" type="MultiplayerSynchronizer" parent="."]
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unique_name_in_owner = true
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replication_config = SubResource("SceneReplicationConfig_tiuhe")
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[node name="weaponStore" type="Node2D" parent="."]
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unique_name_in_owner = true
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