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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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a9f3186b5a
将OS.is_debug_build()检查封装到WorldManager中,便于统一管理发布版本判断逻辑。EntityBase.gd中使用新方法替代直接调用。
47 lines
1.1 KiB
GDScript
47 lines
1.1 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 nextWave(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():
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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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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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