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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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bdc9201dba
在MultiplayerState中添加playerName静态变量用于存储玩家名称 修改Starter.gd中的startMultiplayerGame方法,保存玩家名称到MultiplayerState 优化EntityBase.gd的AI逻辑,仅当玩家名称匹配时才执行AI 移除不再需要的多人游戏同步方法
40 lines
1.2 KiB
GDScript
40 lines
1.2 KiB
GDScript
@tool
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class_name MultiplayerState
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enum ConnectionState {
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DISCONNECTED,
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CONNECTING,
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CONNECTED_HOST,
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CONNECTED_CLIENT,
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}
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static var stateTextMap = {
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ConnectionState.DISCONNECTED: "未连接到服务器。",
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ConnectionState.CONNECTING: "正在连接到服务器...",
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ConnectionState.CONNECTED_HOST: "服务器启动成功!",
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ConnectionState.CONNECTED_CLIENT: "已连接到服务器!",
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}
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static var stateColorMap = {
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ConnectionState.DISCONNECTED: Color.RED,
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ConnectionState.CONNECTING: Color.YELLOW,
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ConnectionState.CONNECTED_HOST: Color.GREEN,
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ConnectionState.CONNECTED_CLIENT: Color.GREEN,
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}
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static var state: ConnectionState = ConnectionState.DISCONNECTED
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static var playerName: String
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static var maxPlayer: int = 10
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static func isConnected():
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return [ConnectionState.CONNECTED_HOST, ConnectionState.CONNECTED_CLIENT].has(state)
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static func launchServer(port: int) -> ENetMultiplayerPeer:
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var peer = ENetMultiplayerPeer.new()
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peer.create_server(port, maxPlayer)
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state = ConnectionState.CONNECTED_HOST
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return peer
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static func connectClient(host: String, port: int) -> ENetMultiplayerPeer:
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var peer = ENetMultiplayerPeer.new()
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peer.create_client(host, port)
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state = ConnectionState.CONNECTED_CLIENT
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return peer
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