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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00
Files
Dog-Lynx-And-HCN/scripts/Contents/Panels/Starter.gd
T
fallingshrimp 427ca484d1 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
2025-11-14 22:44:26 +08:00

143 lines
5.0 KiB
GDScript

@tool
extends FullscreenPanelBase
@onready var diffEdit: HSlider = $"%diffEdit"
@onready var startSingleplayerBtn: Button = $"%startSingleplayerBtn"
@onready var startMultiplayerBtn: Button = $"%startMultiplayerBtn"
@onready var levelShow: Label = $"%levelShow"
@onready var hostInput: LineEdit = $"%hostInput"
@onready var portInput: LineEdit = $"%portInput"
@onready var launchBtn: Button = $"%launchBtn"
@onready var connectBtn: Button = $"%connectBtn"
@onready var maxPlayerInput: LineEdit = $"%maxPlayerInput"
@onready var connectionState: Label = $"%connectionState"
@onready var disconnectBtn: Button = $"%disconnectBtn"
@onready var playerNameInput: LineEdit = $"%playerNameInput"
var historyStack
@onready var serverConfig: VBoxContainer = $"%serverConfig"
@onready var players: VBoxContainer = $"%players"
@onready var playersList: VBoxContainer = $"%list"
@rpc("any_peer")
func mutexPlayer(player: String):
if multiplayer.is_server():
if getPlayerNames().count(player) > 1:
var newName = player + str(randi_range(1000, 99999999999))
setPlayerName.rpc(player, newName)
setPlayerName(player, newName)
@rpc("any_peer")
func joinPlayer(player: String):
if multiplayer.is_server():
addPlayerName(player)
rebuildAllPlayers.rpc(getPlayerNames())
mutexPlayer(player)
@rpc("any_peer")
func leavePlayer(playerName: String):
if multiplayer.is_server():
removePlayerName(playerName)
rebuildAllPlayers.rpc(getPlayerNames())
@rpc("any_peer")
func setPlayerName(oldName: String, newName: String):
if playerNameInput.text == oldName:
playerNameInput.text = newName
historyStack[0].getData().append(newName)
for i in playersList.get_children():
if i.text == oldName:
i.text = newName
break
@rpc("any_peer")
func rebuildAllPlayers(playerNames: Array[String]):
for i in playersList.get_children():
i.queue_free()
for i in playerNames:
addPlayerName(i)
@rpc("any_peer")
func startMultiplayerGame():
MultiplayerState.isMultiplayer = true
MultiplayerState.playerName = playerNameInput.text
MultiplayerState.connection = multiplayer.multiplayer_peer
WorldManager.rootNode.multiplayer.multiplayer_peer = multiplayer.multiplayer_peer
for i in getPlayerNames():
EntityBase.generatePlayer(i)
UIState.closeCurrentPanel()
func startSingleplayerGame():
MultiplayerState.isMultiplayer = false
EntityBase.generatePlayer(playerNameInput.text)
UIState.player = EntityBase.findPlayer(playerNameInput.text)
WorldManager.rootNode.spawnWave()
UIState.closeCurrentPanel()
func _ready():
historyStack = Composables.useHistoryStack(playerNameInput)
diffEdit.min_value = GameRule.difficultyRange.x
diffEdit.max_value = GameRule.difficultyRange.y
multiplayer.connection_failed.connect(
func():
setState(MultiplayerState.ConnectionState.DISCONNECTED)
)
multiplayer.connected_to_server.connect(
func():
joinPlayer.rpc(playerNameInput.text)
setState(MultiplayerState.ConnectionState.CONNECTED_CLIENT)
)
startSingleplayerBtn.pressed.connect(
func():
startSingleplayerGame()
)
startMultiplayerBtn.pressed.connect(
func():
startMultiplayerGame.rpc()
startMultiplayerGame()
)
maxPlayerInput.text_changed.connect(
func(text):
MultiplayerState.maxPlayer = int(text)
)
launchBtn.pressed.connect(
func():
multiplayer.multiplayer_peer = MultiplayerState.launchServer(int(portInput.text))
joinPlayer(playerNameInput.text)
setState(MultiplayerState.ConnectionState.CONNECTED_HOST)
)
connectBtn.pressed.connect(
func():
multiplayer.multiplayer_peer = MultiplayerState.connectClient(hostInput.text, int(portInput.text))
setState(MultiplayerState.ConnectionState.CONNECTING)
)
disconnectBtn.pressed.connect(
func():
leavePlayer.rpc(playerNameInput.text)
setState(MultiplayerState.ConnectionState.DISCONNECTED)
)
var getLast = historyStack[1]
playerNameInput.text_changed.connect(
func(newText):
setPlayerName.rpc(getLast.call(1), newText)
setPlayerName(getLast.call(1), newText)
mutexPlayer.rpc(newText)
)
setState(MultiplayerState.ConnectionState.DISCONNECTED)
func _physics_process(_delta):
levelShow.text = "%d ∈ [%d, %d]" % [diffEdit.value, diffEdit.min_value, diffEdit.max_value]
GameRule.difficulty = diffEdit.value
func setState(state: MultiplayerState.ConnectionState):
MultiplayerState.state = state
connectionState.text = "状态:%s" % MultiplayerState.stateTextMap[state]
connectionState.modulate = MultiplayerState.stateColorMap[state]
disconnectBtn.disabled = not MultiplayerState.isConnected()
startMultiplayerBtn.disabled = not MultiplayerState.isConnected() || !multiplayer.is_server()
serverConfig.visible = MultiplayerState.state == MultiplayerState.ConnectionState.CONNECTED_HOST
players.visible = MultiplayerState.isConnected()
func addPlayerName(playerName: String):
playersList.add_child(QuickUI.graySmallText(playerName))
func removePlayerName(playerName: String):
for i in playersList.get_children():
if i.text == playerName:
i.queue_free()
func getPlayerNames() -> Array[String]:
var result: Array[String] = []
for i in playersList.get_children():
result.append(i.text)
return result