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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-03 18:27:13 +08:00

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
This commit is contained in:
2025-11-14 22:44:26 +08:00
parent 9e0b713ef7
commit 427ca484d1
5 changed files with 36 additions and 10 deletions
+1
View File
@@ -63,6 +63,7 @@ func startMultiplayerGame():
func startSingleplayerGame():
MultiplayerState.isMultiplayer = false
EntityBase.generatePlayer(playerNameInput.text)
UIState.player = EntityBase.findPlayer(playerNameInput.text)
WorldManager.rootNode.spawnWave()
UIState.closeCurrentPanel()
+5 -3
View File
@@ -71,8 +71,8 @@ static func entityCountOf(wave: Wave) -> int:
else:
return randi_range(ceil(wave.minCount), floor(wave.maxCount * (1 + GameRule.entityCountBoostPerWave * current)))
return 0
static func spawn() -> Array[Wave]:
var result: Array[Wave] = []
static func spawn() -> Array:
var result: Array = []
for i in range(len(data)):
var wave: Wave = data[i]
for j in range(entityCountOf(wave)):
@@ -80,8 +80,10 @@ static func spawn() -> Array[Wave]:
currentWave.entityPosition = MathTool.randv2_range(500)
result.append(currentWave)
return result
static func next(waves: Array[Wave]):
static func next(waves: Array):
for wave in waves:
if wave is EncodedObjectAsID:
wave = instance_from_id(wave.get_instance_id())
EntityBase.generate(ComponentManager.getCharacter(wave.entity), wave.entityPosition, true, wave.isBoss)
current += 1
static func startWith(wave: int):