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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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refactor(Starter): 重命名按钮变量并调整多人游戏逻辑
将单机游戏开始按钮变量名从startBtn改为startSingleplayerBtn以提高可读性 调整多人游戏按钮禁用逻辑,仅服务器可点击开始按钮 默认隐藏玩家列表,仅在连接成功后显示
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@@ -80,7 +80,7 @@ expand_to_text_length = true
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virtual_keyboard_type = 7
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virtual_keyboard_type = 7
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select_all_on_focus = true
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select_all_on_focus = true
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[node name="startBtn" type="Button" parent="content/wrapper/starter/singleplayer/start" index="1"]
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[node name="startSingleplayerBtn" type="Button" parent="content/wrapper/starter/singleplayer/start" index="1"]
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unique_name_in_owner = true
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unique_name_in_owner = true
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layout_mode = 2
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layout_mode = 2
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size_flags_horizontal = 4
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size_flags_horizontal = 4
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@@ -214,6 +214,7 @@ select_all_on_focus = true
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[node name="players" type="VBoxContainer" parent="content/wrapper/starter/multiplayer/configs" index="1"]
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[node name="players" type="VBoxContainer" parent="content/wrapper/starter/multiplayer/configs" index="1"]
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unique_name_in_owner = true
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unique_name_in_owner = true
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visible = false
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layout_mode = 2
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layout_mode = 2
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[node name="title" type="Label" parent="content/wrapper/starter/multiplayer/configs/players" index="0"]
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[node name="title" type="Label" parent="content/wrapper/starter/multiplayer/configs/players" index="0"]
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@@ -2,7 +2,7 @@
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extends FullscreenPanelBase
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extends FullscreenPanelBase
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@onready var diffEdit: HSlider = $"%diffEdit"
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@onready var diffEdit: HSlider = $"%diffEdit"
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@onready var startBtn: Button = $"%startBtn"
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@onready var startSingleplayerBtn: Button = $"%startSingleplayerBtn"
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@onready var startMultiplayerBtn: Button = $"%startMultiplayerBtn"
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@onready var startMultiplayerBtn: Button = $"%startMultiplayerBtn"
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@onready var levelShow: Label = $"%levelShow"
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@onready var levelShow: Label = $"%levelShow"
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@onready var hostInput: LineEdit = $"%hostInput"
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@onready var hostInput: LineEdit = $"%hostInput"
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@@ -65,7 +65,7 @@ func _ready():
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joinPlayer.rpc(playerNameInput.text)
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joinPlayer.rpc(playerNameInput.text)
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setState(MultiplayerState.ConnectionState.CONNECTED_CLIENT)
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setState(MultiplayerState.ConnectionState.CONNECTED_CLIENT)
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)
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)
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startBtn.pressed.connect(
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startSingleplayerBtn.pressed.connect(
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func():
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func():
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EntityBase.generatePlayer(playerNameInput.text)
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EntityBase.generatePlayer(playerNameInput.text)
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Wave.next()
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Wave.next()
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@@ -112,7 +112,7 @@ func setState(state: MultiplayerState.ConnectionState):
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connectionState.text = "状态:%s" % MultiplayerState.stateTextMap[state]
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connectionState.text = "状态:%s" % MultiplayerState.stateTextMap[state]
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connectionState.modulate = MultiplayerState.stateColorMap[state]
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connectionState.modulate = MultiplayerState.stateColorMap[state]
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disconnectBtn.disabled = not MultiplayerState.isConnected()
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disconnectBtn.disabled = not MultiplayerState.isConnected()
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startMultiplayerBtn.disabled = not MultiplayerState.isConnected()
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startMultiplayerBtn.disabled = not MultiplayerState.isConnected() || !multiplayer.is_server()
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serverConfig.visible = MultiplayerState.state == MultiplayerState.ConnectionState.CONNECTED_HOST
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serverConfig.visible = MultiplayerState.state == MultiplayerState.ConnectionState.CONNECTED_HOST
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players.visible = MultiplayerState.isConnected()
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players.visible = MultiplayerState.isConnected()
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func addPlayerName(playerName: String):
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func addPlayerName(playerName: String):
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