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Files
Dog-Lynx-And-HCN/scripts/Tools/Managers/WorldManager.gd
T
fallingshrimp 74d3e03fef feat(战斗系统): 改进敌人生成逻辑以围绕玩家位置生成
修改Wave.spawn方法以接受中心点参数,使敌人生成位置围绕玩家
在Starter和MakeFeed面板中调用spawnWave时计算玩家中心位置
重构EntityBase添加getPlayers方法获取所有玩家实体
重命名WorldManager.nextWave为doNextWave以更清晰表达意图
2025-12-14 15:01:01 +08:00

47 lines
1.2 KiB
GDScript

extends Node2D
class_name WorldManager
static var rootNode: WorldManager
static var tree: SceneTree
static var runningTime: int = 0
static var peer: ENetMultiplayerPeer
static var spawner: MultiplayerSpawner
func _ready():
tree = get_tree()
rootNode = self
spawner = $%spawner
ComponentManager.init()
spawner.spawn_function = justReturn
func _physics_process(delta):
runningTime += delta * 1000
if canNextWave() and runningTime > 1000:
UIState.setPanel("MakeFeed")
@rpc("authority")
func doNextWave(waves: Array):
Wave.next(waves)
func canNextWave():
return len(EntityBase.getMobs()) == 0 and len(ItemDropped.getDropsCanCollet()) == 0
func spawnWave(center: Vector2):
var waves = Wave.spawn(center)
doNextWave(waves)
if MultiplayerState.isMultiplayer and multiplayer.is_server():
doNextWave.rpc(waves)
func spawn(node: Node):
if MultiplayerState.isMultiplayer:
if multiplayer.is_server():
spawner.spawn([node])
else:
add_child(node)
func justReturn(data):
return ArrayTool.parseEncodedObject(data)[0]
static func getTime():
return runningTime
static func spawnNode(node: Node):
rootNode.spawn(node)
static func isRelease() -> bool:
return !OS.is_debug_build()