mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
427ca484d1
- 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
143 lines
5.0 KiB
GDScript
143 lines
5.0 KiB
GDScript
@tool
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extends FullscreenPanelBase
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@onready var diffEdit: HSlider = $"%diffEdit"
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@onready var startSingleplayerBtn: Button = $"%startSingleplayerBtn"
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@onready var startMultiplayerBtn: Button = $"%startMultiplayerBtn"
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@onready var levelShow: Label = $"%levelShow"
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@onready var hostInput: LineEdit = $"%hostInput"
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@onready var portInput: LineEdit = $"%portInput"
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@onready var launchBtn: Button = $"%launchBtn"
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@onready var connectBtn: Button = $"%connectBtn"
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@onready var maxPlayerInput: LineEdit = $"%maxPlayerInput"
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@onready var connectionState: Label = $"%connectionState"
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@onready var disconnectBtn: Button = $"%disconnectBtn"
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@onready var playerNameInput: LineEdit = $"%playerNameInput"
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var historyStack
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@onready var serverConfig: VBoxContainer = $"%serverConfig"
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@onready var players: VBoxContainer = $"%players"
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@onready var playersList: VBoxContainer = $"%list"
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@rpc("any_peer")
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func mutexPlayer(player: String):
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if multiplayer.is_server():
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if getPlayerNames().count(player) > 1:
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var newName = player + str(randi_range(1000, 99999999999))
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setPlayerName.rpc(player, newName)
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setPlayerName(player, newName)
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@rpc("any_peer")
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func joinPlayer(player: String):
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if multiplayer.is_server():
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addPlayerName(player)
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rebuildAllPlayers.rpc(getPlayerNames())
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mutexPlayer(player)
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@rpc("any_peer")
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func leavePlayer(playerName: String):
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if multiplayer.is_server():
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removePlayerName(playerName)
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rebuildAllPlayers.rpc(getPlayerNames())
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@rpc("any_peer")
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func setPlayerName(oldName: String, newName: String):
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if playerNameInput.text == oldName:
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playerNameInput.text = newName
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historyStack[0].getData().append(newName)
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for i in playersList.get_children():
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if i.text == oldName:
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i.text = newName
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break
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@rpc("any_peer")
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func rebuildAllPlayers(playerNames: Array[String]):
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for i in playersList.get_children():
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i.queue_free()
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for i in playerNames:
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addPlayerName(i)
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@rpc("any_peer")
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func startMultiplayerGame():
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MultiplayerState.isMultiplayer = true
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MultiplayerState.playerName = playerNameInput.text
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MultiplayerState.connection = multiplayer.multiplayer_peer
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WorldManager.rootNode.multiplayer.multiplayer_peer = multiplayer.multiplayer_peer
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for i in getPlayerNames():
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EntityBase.generatePlayer(i)
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UIState.closeCurrentPanel()
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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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func _ready():
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historyStack = Composables.useHistoryStack(playerNameInput)
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diffEdit.min_value = GameRule.difficultyRange.x
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diffEdit.max_value = GameRule.difficultyRange.y
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multiplayer.connection_failed.connect(
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func():
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setState(MultiplayerState.ConnectionState.DISCONNECTED)
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)
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multiplayer.connected_to_server.connect(
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func():
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joinPlayer.rpc(playerNameInput.text)
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setState(MultiplayerState.ConnectionState.CONNECTED_CLIENT)
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)
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startSingleplayerBtn.pressed.connect(
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func():
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startSingleplayerGame()
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)
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startMultiplayerBtn.pressed.connect(
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func():
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startMultiplayerGame.rpc()
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startMultiplayerGame()
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)
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maxPlayerInput.text_changed.connect(
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func(text):
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MultiplayerState.maxPlayer = int(text)
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)
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launchBtn.pressed.connect(
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func():
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multiplayer.multiplayer_peer = MultiplayerState.launchServer(int(portInput.text))
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joinPlayer(playerNameInput.text)
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setState(MultiplayerState.ConnectionState.CONNECTED_HOST)
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)
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connectBtn.pressed.connect(
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func():
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multiplayer.multiplayer_peer = MultiplayerState.connectClient(hostInput.text, int(portInput.text))
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setState(MultiplayerState.ConnectionState.CONNECTING)
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)
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disconnectBtn.pressed.connect(
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func():
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leavePlayer.rpc(playerNameInput.text)
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setState(MultiplayerState.ConnectionState.DISCONNECTED)
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)
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var getLast = historyStack[1]
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playerNameInput.text_changed.connect(
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func(newText):
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setPlayerName.rpc(getLast.call(1), newText)
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setPlayerName(getLast.call(1), newText)
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mutexPlayer.rpc(newText)
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)
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setState(MultiplayerState.ConnectionState.DISCONNECTED)
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func _physics_process(_delta):
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levelShow.text = "%d ∈ [%d, %d]" % [diffEdit.value, diffEdit.min_value, diffEdit.max_value]
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GameRule.difficulty = diffEdit.value
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func setState(state: MultiplayerState.ConnectionState):
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MultiplayerState.state = 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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disconnectBtn.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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players.visible = MultiplayerState.isConnected()
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func addPlayerName(playerName: String):
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playersList.add_child(QuickUI.graySmallText(playerName))
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func removePlayerName(playerName: String):
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for i in playersList.get_children():
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if i.text == playerName:
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i.queue_free()
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func getPlayerNames() -> Array[String]:
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var result: Array[String] = []
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for i in playersList.get_children():
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result.append(i.text)
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return result
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