mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-30 07:51:54 +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
40 lines
905 B
GDScript
40 lines
905 B
GDScript
extends Node2D
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class_name WorldManager
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static var rootNode: WorldManager
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static var tree: SceneTree
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static var runningTime: int = 0
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static var peer: ENetMultiplayerPeer
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static var spawner: MultiplayerSpawner
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func _ready():
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tree = get_tree()
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rootNode = self
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spawner = $%spawner
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ComponentManager.init()
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func _physics_process(delta):
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runningTime += delta * 1000
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if EntityBase.mobCount() == 0 and runningTime > 1000:
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UIState.setPanel("MakeFeed")
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@rpc("authority")
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func nextWave(waves: Array):
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Wave.next(waves)
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func spawnWave():
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var waves = Wave.spawn()
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nextWave(waves)
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if MultiplayerState.isMultiplayer and multiplayer.is_server():
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nextWave.rpc(waves)
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func spawn(node: Node):
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if MultiplayerState.isMultiplayer:
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if multiplayer.is_server():
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spawner.spawn(node)
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else:
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add_child(node)
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static func getTime():
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return runningTime
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static func spawnNode(node: Node):
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rootNode.spawn(node)
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