inching towards better class inheritence and multiplayer compatibility

This commit is contained in:
2023-11-15 15:19:40 +11:00
parent f004f64b71
commit 1500c22ccc
204 changed files with 1920 additions and 1951 deletions

View File

@ -16,15 +16,14 @@ signal died
@export var sprite : EightDirectionSprite3D
@export var interaction_raycast : RayCast3D
@export var inventory : Inventory
@export var weapon : Weapon
@export var card : CardInHand
@export var pause_menu_scene : PackedScene
@export var weapon_scene : PackedScene
@export var hud : HUD
@export var movement : PlayerMovement
@export var sprint_zoom_speed := 0.2
var equipped_card : Card
var weapon : Weapon
var paused := false
var editing_mode := true
var profile: PlayerProfile
@ -206,15 +205,14 @@ func equip_weapon():
unequip_weapon()
return
if inventory.contents.size() > 0:
networked_equip_weapon.rpc()
equipped_card = inventory.remove()
weapon = equipped_card.weapon.instantiate()
networked_equip_weapon.rpc(Data.cards.find(equipped_card))
weapon = equipped_card.weapon_scene.instantiate()
weapon.name = "weapon"
weapon.set_multiplayer_authority(multiplayer.get_unique_id())
right_hand.add_child(weapon)
gauntlet_sprite.set_visible(false)
weapon.set_raycast_origin(camera)
weapon.set_hero(self)
right_hand.add_child(weapon)
check_left_hand_valid()
@ -234,14 +232,13 @@ func networked_set_ready_state(state: bool):
@rpc("reliable")
func networked_equip_weapon():
equipped_card = inventory.remove()
weapon = equipped_card.weapon.instantiate()
func networked_equip_weapon(card_index):
equipped_card = Data.cards[card_index]
weapon = equipped_card.weapon_scene.instantiate()
weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
weapon.name = "weapon"
right_hand.add_child(weapon)
weapon.set_raycast_origin(camera)
weapon.set_hero(self)
right_hand.add_child(weapon)
@rpc("reliable")