make Game.gd not rely on autoload/global

This commit is contained in:
2025-06-24 01:14:50 +10:00
parent 20cde0a778
commit 64befd8ec7
33 changed files with 194 additions and 411 deletions

View File

@ -53,9 +53,9 @@ func create_server() -> void:
func setup_game(peer_id: int) -> void:
loadout_editor = character_select_screen.instantiate() as CharacterSelect
add_child(loadout_editor)
player_disconnected.connect(Game.remove_player)
scoreboard.all_players_ready.connect(start_game)
Game.chatbox = chatbox
player_disconnected.connect(game_manager.remove_player)
#scoreboard.all_players_ready.connect(start_game)
game_manager.chatbox = chatbox
chatbox.username = Data.player_profile.display_name
Data.player_profile.display_name_changed.connect(chatbox.change_username)
loadout_editor.hero_selected.connect(Data.player_profile.set_preferred_class)
@ -72,7 +72,7 @@ func connect_to_server() -> void:
func ready_player() -> void:
var peer_id: int = multiplayer.get_unique_id()
networked_ready_player.rpc(peer_id)
#networked_ready_player.rpc(peer_id)
func start_game() -> void:
@ -102,6 +102,6 @@ func add_player(new_player_profile_dict: Dictionary) -> void:
player_connected.emit(new_player_peer_id, new_player_profile)
@rpc("any_peer", "reliable", "call_local")
func networked_ready_player(peer_id: int) -> void:
scoreboard.set_player_ready_state(peer_id, true)
#@rpc("any_peer", "reliable", "call_local")
#func networked_ready_player(peer_id: int) -> void:
#scoreboard.set_player_ready_state(peer_id, true)