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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-04 10:47:13 +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
+9 -4
View File
@@ -87,9 +87,10 @@ var inventoryMax = {
@onready var damageAnchor: Node2D = $"%damageAnchor"
@onready var trailParticle: GPUParticles2D = $"%trailParticle"
@onready var weaponStore: Node2D = $"%weaponStore"
@onready var syncer: MultiplayerSynchronizer = $"%syncer"
var statebar: EntityStateBar
var health: float = 0
@export var health: float = 0
var energy: float = 0
var sprinting: bool = false
var targetableSprinting: bool = false
@@ -121,7 +122,6 @@ func _ready():
weapons.append(i)
weaponBag.append(i.displayName)
statebar.levelLabels.hide()
if !is_instance_valid(UIState.player): UIState.player = self
energyChanged.connect(
func(newEnergy, dontChangeDirection):
if !UIState.player == self: return
@@ -434,8 +434,13 @@ func enterStage(_stage: int):
func kill():
pass
static func findPlayer(playerName: String) -> EntityBase:
for i in WorldManager.tree.get_nodes_in_group("players"):
if i.displayName == playerName:
return i
return null
static func generatePlayer(playerName: String) -> EntityBase:
var player = generate(ComponentManager.getCharacter("Rooster"), Vector2.ZERO, false, false, true)
var player = generate(ComponentManager.getCharacter("Rooster"), Vector2.ZERO, false)
player.displayName = playerName
player.name = "Player_%s" % playerName
return player
@@ -455,7 +460,7 @@ static func generate(
else:
instance.add_to_group("players")
if addToWorld:
WorldManager.rootNode.add_child(instance)
WorldManager.rootNode.spawn(instance)
return instance
static func mobCount():
return len(WorldManager.tree.get_nodes_in_group("mobs"))