mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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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@@ -63,6 +63,7 @@ func startMultiplayerGame():
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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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UIState.player = EntityBase.findPlayer(playerNameInput.text)
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WorldManager.rootNode.spawnWave()
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UIState.closeCurrentPanel()
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@@ -71,8 +71,8 @@ static func entityCountOf(wave: Wave) -> int:
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else:
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return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
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return 0
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static func spawn() -> Array[Wave]:
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var result: Array[Wave] = []
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static func spawn() -> Array:
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var result: Array = []
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for i in range(len(data)):
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var wave: Wave = data[i]
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for j in range(entityCountOf(wave)):
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@@ -80,8 +80,10 @@ static func spawn() -> Array[Wave]:
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currentWave.entityPosition = MathTool.randv2_range(500)
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result.append(currentWave)
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return result
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static func next(waves: Array[Wave]):
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static func next(waves: Array):
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for wave in waves:
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if wave is EncodedObjectAsID:
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wave = instance_from_id(wave.get_instance_id())
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EntityBase.generate(ComponentManager.getCharacter(wave.entity), wave.entityPosition, true, wave.isBoss)
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current += 1
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static func startWith(wave: int):
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@@ -87,9 +87,10 @@ var inventoryMax = {
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@onready var damageAnchor: Node2D = $"%damageAnchor"
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@onready var trailParticle: GPUParticles2D = $"%trailParticle"
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@onready var weaponStore: Node2D = $"%weaponStore"
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@onready var syncer: MultiplayerSynchronizer = $"%syncer"
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var statebar: EntityStateBar
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var health: float = 0
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@export var health: float = 0
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var energy: float = 0
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var sprinting: bool = false
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var targetableSprinting: bool = false
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@@ -121,7 +122,6 @@ func _ready():
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weapons.append(i)
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weaponBag.append(i.displayName)
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statebar.levelLabels.hide()
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if !is_instance_valid(UIState.player): UIState.player = self
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energyChanged.connect(
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func(newEnergy, dontChangeDirection):
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if !UIState.player == self: return
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@@ -434,8 +434,13 @@ func enterStage(_stage: int):
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func kill():
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pass
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static func findPlayer(playerName: String) -> EntityBase:
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for i in WorldManager.tree.get_nodes_in_group("players"):
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if i.displayName == playerName:
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return i
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return null
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static func generatePlayer(playerName: String) -> EntityBase:
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var player = generate(ComponentManager.getCharacter("Rooster"), Vector2.ZERO, false, false, true)
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var player = generate(ComponentManager.getCharacter("Rooster"), Vector2.ZERO, false)
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player.displayName = playerName
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player.name = "Player_%s" % playerName
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return player
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@@ -455,7 +460,7 @@ static func generate(
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else:
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instance.add_to_group("players")
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if addToWorld:
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WorldManager.rootNode.add_child(instance)
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WorldManager.rootNode.spawn(instance)
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return instance
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static func mobCount():
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return len(WorldManager.tree.get_nodes_in_group("mobs"))
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@@ -18,7 +18,7 @@ func _physics_process(delta):
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UIState.setPanel("MakeFeed")
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@rpc("authority")
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func nextWave(waves: Array[Wave]):
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func nextWave(waves: Array):
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Wave.next(waves)
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func spawnWave():
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