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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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