mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 15:01:53 +08:00
74d3e03fef
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
47 lines
1.2 KiB
GDScript
47 lines
1.2 KiB
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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spawner.spawn_function = justReturn
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func _physics_process(delta):
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runningTime += delta * 1000
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if canNextWave() and runningTime > 1000:
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UIState.setPanel("MakeFeed")
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@rpc("authority")
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func doNextWave(waves: Array):
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Wave.next(waves)
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func canNextWave():
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return len(EntityBase.getMobs()) == 0 and len(ItemDropped.getDropsCanCollet()) == 0
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func spawnWave(center: Vector2):
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var waves = Wave.spawn(center)
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doNextWave(waves)
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if MultiplayerState.isMultiplayer and multiplayer.is_server():
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doNextWave.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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func justReturn(data):
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return ArrayTool.parseEncodedObject(data)[0]
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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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static func isRelease() -> bool:
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return !OS.is_debug_build()
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