重新初始化项目

This commit is contained in:
2026-09-20 20:07:44 +08:00
parent d989f9e259
commit 83c45c5715
501 changed files with 3 additions and 65217 deletions
-179
View File
@@ -1,179 +0,0 @@
extends Node
const FEDORA_ICON: Texture2D = preload("res://assets/items/hats/icons/fedora.png")
const HEADPHONES_ICON: Texture2D = preload("res://assets/items/hats/icons/headphones.png")
const PIRATE_HAT_ICON: Texture2D = preload("res://assets/items/hats/icons/pirate_hat.png")
const SHERIFF_HAT_ICON: Texture2D = preload("res://assets/items/hats/icons/sheriff_hat.png")
const SOMBRERO_ICON: Texture2D = preload("res://assets/items/hats/icons/sombrero.png")
const WIZARD_HAT_ICON: Texture2D = preload("res://assets/items/hats/icons/wizard_hat.png")
const BACKPACK_ICON: Texture2D = preload("res://assets/items/backpacks/icons/backpack.png")
const SWORD_ICON: Texture2D = preload("res://assets/items/weapons/icons/sword.png")
const SWORD_BIG_ICON: Texture2D = preload("res://assets/items/weapons/icons/sword_big.png")
const AXE_ICON: Texture2D = preload("res://assets/items/weapons/icons/axe.png")
const CHICKEN_LEG_ICON: Texture2D = preload("res://assets/items/misc/icons/chicken_leg.png")
const BONE_ICON: Texture2D = preload("res://assets/items/misc/icons/bone.png")
const CHALICE_ICON: Texture2D = preload("res://assets/items/misc/icons/chalice.png")
var items: Dictionary = {}
func _ready():
_create_sample_items()
func get_item(item_id: String) -> Item:
return items.get(item_id)
func get_all_items() -> Dictionary:
return items
func _create_sample_items():
_create_hat_item("fedora", "Fedora", "A timeless felt fedora.", "res://scenes/items/hats/fedora.tscn", FEDORA_ICON)
_create_hat_item(
"headphones",
"Headphones",
"Comfortable over-ear headphones.",
"res://scenes/items/hats/headphones.tscn",
HEADPHONES_ICON
)
_create_hat_item(
"pirate_hat",
"Pirate Hat",
"A weathered hat for a daring pirate.",
"res://scenes/items/hats/pirate_hat.tscn",
PIRATE_HAT_ICON
)
_create_hat_item(
"sheriff_hat",
"Sheriff Hat",
"A frontier hat with a sheriff badge.",
"res://scenes/items/hats/sheriff_hat.tscn",
SHERIFF_HAT_ICON
)
_create_hat_item(
"sombrero", "Sombrero", "A broad and colorful sombrero.", "res://scenes/items/hats/sombrero.tscn", SOMBRERO_ICON
)
_create_hat_item(
"wizard_hat",
"Wizard Hat",
"A pointed hat filled with arcane style.",
"res://scenes/items/hats/wizard_hat.tscn",
WIZARD_HAT_ICON
)
_create_item(
"backpack",
"Backpack",
"A sturdy backpack worn on the back.",
Item.ItemType.BACKPACK,
"res://scenes/items/backpacks/backpack.tscn",
BACKPACK_ICON,
true,
60
)
_create_item(
"sword",
"Sword",
"A balanced hand sword.",
Item.ItemType.WEAPON,
"res://scenes/items/weapons/sword.tscn",
SWORD_ICON,
true,
80
)
_create_item(
"sword_big",
"Big Sword",
"A large two-handed sword.",
Item.ItemType.WEAPON,
"res://scenes/items/weapons/sword_big.tscn",
SWORD_BIG_ICON,
true,
120
)
_create_item(
"axe",
"Small Axe",
"A compact axe with a sharp steel head.",
Item.ItemType.WEAPON,
"res://scenes/items/weapons/axe.tscn",
AXE_ICON,
true,
95
)
_create_item(
"chicken_leg",
"Chicken Leg",
"A cooked chicken leg.",
Item.ItemType.MISC,
"res://scenes/items/misc/chicken_leg.tscn",
CHICKEN_LEG_ICON,
false,
5
)
_create_item(
"bone",
"Bone",
"A weathered bone.",
Item.ItemType.MISC,
"res://scenes/items/misc/bone.tscn",
BONE_ICON,
false,
2
)
_create_item(
"chalice",
"Chalice",
"A decorative golden chalice.",
Item.ItemType.MISC,
"res://scenes/items/misc/chalice.tscn",
CHALICE_ICON,
false,
35
)
func _create_item(
item_id: String,
item_name: String,
item_description: String,
item_type: Item.ItemType,
scene_path: String,
item_icon: Texture2D,
equipable: bool,
item_value: int
) -> void:
var item := Item.new()
item.id = item_id
item.name = item_name
item.description = item_description
item.item_type = item_type
item.rarity = Item.ItemRarity.COMMON
item.stackable = not equipable
item.max_stack = 99 if item.stackable else 1
item.value = item_value
item.icon = item_icon
item.scene_path = scene_path
if equipable:
item.context_options.append(Item.ContextOptions.EQUIP)
item.context_options.append(Item.ContextOptions.DROP)
items[item.id] = item
func _create_hat_item(
item_id: String, item_name: String, item_description: String, scene_path: String, item_icon: Texture2D
) -> void:
var hat := Item.new()
hat.id = item_id
hat.name = item_name
hat.description = item_description
hat.item_type = Item.ItemType.HAT
hat.rarity = Item.ItemRarity.COMMON
hat.stackable = false
hat.value = 25
hat.icon = item_icon
hat.scene_path = scene_path
hat.context_options.append(Item.ContextOptions.EQUIP)
hat.context_options.append(Item.ContextOptions.DROP)
items[hat.id] = hat
-1
View File
@@ -1 +0,0 @@
uid://bsraoqq3rst1j
-202
View File
@@ -1,202 +0,0 @@
extends Node
signal player_connected(peer_id, player_info)
signal server_disconnected
const SERVER_ADDRESS: String = "127.0.0.1"
const SERVER_PORT: int = 8080
const MAX_PLAYERS: int = 10
const MAX_NICK_LENGTH := 24
const MAX_ADDRESS_LENGTH := 253
var players = {}
var player_info = {"nick": "host", "skin": Character.SkinColor.BLUE}
var _session_active := false
func _ready() -> void:
multiplayer.server_disconnected.connect(_on_server_disconnected)
multiplayer.connection_failed.connect(_on_connection_failed)
multiplayer.peer_disconnected.connect(_on_player_disconnected)
multiplayer.peer_connected.connect(_on_player_connected)
multiplayer.connected_to_server.connect(_on_connected_ok)
func start_host(nickname: String, skin_color_str: String):
var peer = ENetMultiplayerPeer.new()
var error = peer.create_server(SERVER_PORT, MAX_PLAYERS)
if error:
return error
peer.host.compress(ENetConnection.COMPRESS_RANGE_CODER)
multiplayer.multiplayer_peer = peer
_session_active = true
player_info["nick"] = sanitize_nickname(nickname, "Host_" + str(multiplayer.get_unique_id()))
player_info["skin"] = skin_str_to_e(skin_color_str)
if DisplayServer.get_name() == "headless":
return
players[1] = player_info
player_connected.emit(1, player_info)
func join_game(nickname: String, skin_color_str: String, address: String = SERVER_ADDRESS):
address = sanitize_address(address)
if address.is_empty():
return ERR_INVALID_PARAMETER
var peer = ENetMultiplayerPeer.new()
var error = peer.create_client(address, SERVER_PORT)
if error:
return error
peer.host.compress(ENetConnection.COMPRESS_RANGE_CODER)
multiplayer.multiplayer_peer = peer
_session_active = true
player_info["nick"] = sanitize_nickname(nickname, "Player_" + str(multiplayer.get_unique_id()))
player_info["skin"] = skin_str_to_e(skin_color_str)
func _on_connected_ok():
var peer_id = multiplayer.get_unique_id()
players[peer_id] = player_info
player_connected.emit(peer_id, player_info)
_register_player.rpc_id(1, player_info)
func _on_player_connected(id):
if not multiplayer.is_server():
return
for peer_id in players:
_sync_registered_player.rpc_id(id, peer_id, players[peer_id])
@rpc("any_peer", "reliable")
func _register_player(new_player_info):
if not multiplayer.is_server():
return
if not (new_player_info is Dictionary):
return
var new_player_id = multiplayer.get_remote_sender_id()
if new_player_id == 0:
return
if players.has(new_player_id):
return
var sanitized_info = sanitize_player_info(new_player_info, "Player_" + str(new_player_id))
players[new_player_id] = sanitized_info
player_connected.emit(new_player_id, sanitized_info)
_sync_registered_player.rpc(new_player_id, sanitized_info)
func _on_player_disconnected(id):
players.erase(id)
func _on_connection_failed():
_finish_session()
func _on_server_disconnected():
_finish_session()
func leave_game() -> void:
var peer := multiplayer.multiplayer_peer
if peer:
peer.close()
_finish_session()
func _finish_session() -> void:
var had_session := _session_active or multiplayer.multiplayer_peer != null or not players.is_empty()
_session_active = false
multiplayer.multiplayer_peer = null
players.clear()
if had_session:
server_disconnected.emit()
func skin_str_to_e(s):
match str(s).strip_edges().to_lower():
"blue":
return Character.SkinColor.BLUE
"yellow":
return Character.SkinColor.YELLOW
"green":
return Character.SkinColor.GREEN
"red":
return Character.SkinColor.RED
_:
return Character.SkinColor.BLUE
@rpc("authority", "reliable")
func _sync_registered_player(peer_id: int, registered_player_info: Dictionary):
if multiplayer.is_server():
return
if players.has(peer_id):
return
var sanitized_info = sanitize_player_info(registered_player_info, "Player_" + str(peer_id))
players[peer_id] = sanitized_info
player_connected.emit(peer_id, sanitized_info)
func sanitize_player_info(info: Dictionary, fallback_nick: String) -> Dictionary:
return {
"nick": sanitize_nickname(str(info.get("nick", "")), fallback_nick),
"skin": sanitize_skin_value(info.get("skin", Character.SkinColor.BLUE))
}
func sanitize_nickname(nickname: String, fallback: String) -> String:
var clean := ""
var last_was_space := false
for i in range(nickname.length()):
var codepoint := nickname.unicode_at(i)
if codepoint <= 31 or codepoint == 127:
if not last_was_space:
clean += " "
last_was_space = true
continue
var character := nickname.substr(i, 1)
if character == " ":
if last_was_space:
continue
last_was_space = true
else:
last_was_space = false
clean += character
clean = clean.strip_edges()
if clean.is_empty():
clean = fallback.strip_edges()
if clean.length() > MAX_NICK_LENGTH:
clean = clean.substr(0, MAX_NICK_LENGTH).strip_edges()
if clean.is_empty():
clean = "Player"
return clean
func sanitize_address(address: String) -> String:
var clean = address.strip_edges()
if clean.is_empty():
return SERVER_ADDRESS
if clean.length() > MAX_ADDRESS_LENGTH:
return ""
if clean.contains("://") or clean.contains("/") or clean.contains("\\") or clean.contains(":"):
return ""
return clean
func sanitize_skin_value(value) -> Character.SkinColor:
if value is int:
match value:
Character.SkinColor.BLUE, Character.SkinColor.YELLOW, Character.SkinColor.GREEN, Character.SkinColor.RED:
return value
_:
return Character.SkinColor.BLUE
return skin_str_to_e(str(value))
-1
View File
@@ -1 +0,0 @@
uid://cedubc87s78fo
-57
View File
@@ -1,57 +0,0 @@
class_name InventorySlot
extends RefCounted
var item_id: String = ""
var quantity: int = 0
func is_empty() -> bool:
return item_id.is_empty() or quantity <= 0
func add_item(item: Item, amount: int = 1) -> int:
var max_quantity = item.max_stack if item.stackable else 1
if is_empty():
item_id = item.id
quantity = min(amount, max_quantity)
return amount - quantity
if item_id == item.id and item.stackable:
var space_available = item.max_stack - quantity
var amount_to_add = min(amount, space_available)
quantity += amount_to_add
return amount - amount_to_add
return amount
func remove_item(amount: int = 1) -> int:
var removed = min(amount, quantity)
quantity -= removed
if quantity <= 0:
clear()
return removed
func clear() -> void:
item_id = ""
quantity = 0
func to_dict() -> Dictionary:
return {"item_id": item_id, "quantity": quantity}
func from_dict(data: Dictionary) -> void:
item_id = data.get("item_id", "")
quantity = data.get("quantity", 0)
if is_empty():
clear()
return
var item = ItemDatabase.get_item(item_id)
if not item:
clear()
return
var max_quantity = item.max_stack if item.stackable else 1
quantity = clampi(quantity, 1, max_quantity)
-1
View File
@@ -1 +0,0 @@
uid://c7dfwkeylor2j
-27
View File
@@ -1,27 +0,0 @@
class_name Item
extends Resource
enum ItemType { WEAPON, CONSUMABLE, TOOL, MISC, HAT, BACKPACK }
enum ItemRarity { COMMON, UNCOMMON, RARE, EPIC, LEGENDARY }
enum ContextOptions {
DROP,
EQUIP,
UNEQUIP,
}
@export var id: String = ""
@export var name: String = ""
@export var description: String = ""
@export var icon: Texture2D
@export var stackable: bool = true
@export var max_stack: int = 99
@export var item_type: ItemType = ItemType.MISC
@export var rarity: ItemRarity = ItemRarity.COMMON
@export var value: int = 0
@export var context_options: Array[Item.ContextOptions] = []
@export var scene_path: String = ""
-1
View File
@@ -1 +0,0 @@
uid://bbq3lkpgmwr1t
-267
View File
@@ -1,267 +0,0 @@
class_name PlayerInventory
extends RefCounted
const BASE_INVENTORY_SIZE := 16
const BACKPACK_BONUS_SLOTS := 4
const MAX_INVENTORY_SIZE := BASE_INVENTORY_SIZE + BACKPACK_BONUS_SLOTS
var slots: Array[InventorySlot] = []
var equipped_weapon: InventorySlot = InventorySlot.new()
var equipped_hat: InventorySlot = InventorySlot.new()
var equipped_backpack: InventorySlot = InventorySlot.new()
func _init():
_initialize_slots()
func _initialize_slots():
slots.clear()
for i in range(MAX_INVENTORY_SIZE):
slots.append(InventorySlot.new())
func get_active_slot_count() -> int:
return MAX_INVENTORY_SIZE if not equipped_backpack.is_empty() else BASE_INVENTORY_SIZE
func is_slot_active(index: int) -> bool:
return index >= 0 and index < get_active_slot_count()
func get_slot(index: int) -> InventorySlot:
if index >= 0 and index < slots.size():
return slots[index]
return null
func get_equipped_slot(item_type: Item.ItemType) -> InventorySlot:
match item_type:
Item.ItemType.WEAPON:
return equipped_weapon
Item.ItemType.HAT:
return equipped_hat
Item.ItemType.BACKPACK:
return equipped_backpack
_:
return null
func equip_from_slot(index: int, item_type: Item.ItemType) -> bool:
if not is_slot_active(index):
return false
var backpack_slot: InventorySlot = get_slot(index)
var equipped_slot: InventorySlot = get_equipped_slot(item_type)
if not backpack_slot or backpack_slot.is_empty() or not equipped_slot:
return false
var item: Item = ItemDatabase.get_item(backpack_slot.item_id)
if not item or item.item_type != item_type:
return false
var new_item_id: String = backpack_slot.item_id
var new_quantity: int = backpack_slot.quantity
backpack_slot.item_id = equipped_slot.item_id
backpack_slot.quantity = equipped_slot.quantity
equipped_slot.item_id = new_item_id
equipped_slot.quantity = new_quantity
if backpack_slot.is_empty():
backpack_slot.clear()
return true
func unequip_to_slot(item_type: Item.ItemType, destination_index: int = -1) -> bool:
var equipped_slot: InventorySlot = get_equipped_slot(item_type)
if not equipped_slot or equipped_slot.is_empty():
return false
if item_type == Item.ItemType.BACKPACK:
return _unequip_backpack_to_slot(equipped_slot, destination_index)
if destination_index < 0:
destination_index = get_first_empty_slot()
if not is_slot_active(destination_index):
return false
var destination: InventorySlot = get_slot(destination_index)
if not destination or not destination.is_empty():
return false
destination.item_id = equipped_slot.item_id
destination.quantity = equipped_slot.quantity
equipped_slot.clear()
return true
func _unequip_backpack_to_slot(equipped_slot: InventorySlot, destination_index: int) -> bool:
if destination_index < 0:
destination_index = _get_first_empty_base_slot()
if destination_index < 0 or destination_index >= BASE_INVENTORY_SIZE:
return false
var destination := get_slot(destination_index)
if not destination or not destination.is_empty():
return false
var occupied_bonus_slots: Array[int] = []
for i in range(BASE_INVENTORY_SIZE, MAX_INVENTORY_SIZE):
if not slots[i].is_empty():
occupied_bonus_slots.append(i)
var available_base_slots: Array[int] = []
for i in range(BASE_INVENTORY_SIZE):
if i != destination_index and slots[i].is_empty():
available_base_slots.append(i)
if occupied_bonus_slots.size() > available_base_slots.size():
return false
for i in range(occupied_bonus_slots.size()):
var source := slots[occupied_bonus_slots[i]]
var target := slots[available_base_slots[i]]
target.item_id = source.item_id
target.quantity = source.quantity
source.clear()
destination.item_id = equipped_slot.item_id
destination.quantity = equipped_slot.quantity
equipped_slot.clear()
return true
func _get_first_empty_base_slot() -> int:
for i in range(BASE_INVENTORY_SIZE):
if slots[i].is_empty():
return i
return -1
func add_item(item: Item, quantity: int = 1) -> int:
var remaining = quantity
var active_slot_count := get_active_slot_count()
if item.stackable:
for i in range(active_slot_count):
var slot := slots[i]
if slot.item_id == item.id:
remaining = slot.add_item(item, remaining)
if remaining <= 0:
break
if remaining > 0:
for i in range(active_slot_count):
var slot := slots[i]
if slot.is_empty():
remaining = slot.add_item(item, remaining)
if remaining <= 0:
break
return remaining
func remove_item(item_id: String, quantity: int = 1) -> int:
var removed = 0
for i in range(get_active_slot_count()):
var slot := slots[i]
if slot.item_id == item_id:
var slot_removed = slot.remove_item(quantity - removed)
removed += slot_removed
if removed >= quantity:
break
return removed
func move_item(from_index: int, to_index: int, quantity: int = -1) -> bool:
if (
from_index == to_index
or not is_slot_active(from_index)
or not is_slot_active(to_index)
or quantity == 0
or quantity < -1
):
return false
var from_slot = get_slot(from_index)
var to_slot = get_slot(to_index)
if not from_slot or not to_slot or from_slot.is_empty():
return false
var move_amount = from_slot.quantity if quantity == -1 else quantity
move_amount = min(move_amount, from_slot.quantity)
var item = ItemDatabase.get_item(from_slot.item_id)
if not item:
return false
var remaining = to_slot.add_item(item, move_amount)
var moved_amount = move_amount - remaining
if moved_amount > 0:
from_slot.remove_item(moved_amount)
return moved_amount > 0
func swap_items(from_index: int, to_index: int) -> bool:
if not is_slot_active(from_index) or not is_slot_active(to_index):
return false
var from_slot = get_slot(from_index)
var to_slot = get_slot(to_index)
if not from_slot or not to_slot:
return false
if from_slot.item_id == to_slot.item_id and not from_slot.is_empty() and not to_slot.is_empty():
var item = ItemDatabase.get_item(from_slot.item_id)
if item and item.stackable:
var total_quantity = from_slot.quantity + to_slot.quantity
if total_quantity <= item.max_stack:
to_slot.quantity = total_quantity
from_slot.clear()
return true
var space_available = item.max_stack - to_slot.quantity
var amount_to_move = min(space_available, from_slot.quantity)
to_slot.quantity += amount_to_move
from_slot.quantity -= amount_to_move
if from_slot.quantity <= 0:
from_slot.clear()
return true
var temp_item_id = from_slot.item_id
var temp_quantity = from_slot.quantity
from_slot.item_id = to_slot.item_id
from_slot.quantity = to_slot.quantity
to_slot.item_id = temp_item_id
to_slot.quantity = temp_quantity
return true
func get_first_empty_slot() -> int:
for i in range(get_active_slot_count()):
if slots[i].is_empty():
return i
return -1
func to_dict() -> Dictionary:
var data = []
for slot in slots:
data.append(slot.to_dict())
return {
"slots": data,
"equipped_weapon": equipped_weapon.to_dict(),
"equipped_hat": equipped_hat.to_dict(),
"equipped_backpack": equipped_backpack.to_dict()
}
func from_dict(data: Dictionary) -> void:
var slots_data = data.get("slots", [])
for i in range(min(slots_data.size(), slots.size())):
slots[i].from_dict(slots_data[i])
for i in range(slots_data.size(), slots.size()):
slots[i].clear()
equipped_weapon.from_dict(data.get("equipped_weapon", {}))
equipped_hat.from_dict(data.get("equipped_hat", {}))
equipped_backpack.from_dict(data.get("equipped_backpack", {}))
@@ -1 +0,0 @@
uid://dncl3vbyhhee3
-4
View File
@@ -1,4 +0,0 @@
class_name ItemRigidBody3D
extends RigidBody3D
@export var item_id: String = ""
-1
View File
@@ -1 +0,0 @@
uid://co2jpexoehl55
-487
View File
@@ -1,487 +0,0 @@
extends Node3D
const MAX_CHAT_MESSAGE_LENGTH := 160
const MIN_NICKNAME_HEIGHT := 2.0
const MAX_NICKNAME_HEIGHT := 8.0
@export var player_scene: PackedScene
var chat_visible := false
var inventory_visible := false
var player_list_visible := false
var _player_nickname_heights: Dictionary = {}
var _nickname_heights_requested := false
var _nickname_height_requesters: Dictionary = {}
@onready var players_container: Node3D = $PlayersContainer
@onready var main_menu: MainMenuUI = $MainMenuUI
@onready var multiplayer_chat: MultiplayerChatUI = $MultiplayerChatUI
@onready var inventory_ui: InventoryUI = $InventoryUI
@onready var player_list_ui: PlayerListUI = $PlayerListUI
@onready var pause_menu: PauseMenuUI = $PauseMenuUI
func _ready():
after_ready()
if DisplayServer.get_name() == "headless":
Network.start_host("", "")
pause_menu.hide_menu()
main_menu.show_menu()
multiplayer_chat.set_process_input(true)
main_menu.host_pressed.connect(_on_host_pressed)
main_menu.join_pressed.connect(_on_join_pressed)
main_menu.quit_pressed.connect(_on_quit_pressed)
pause_menu.resume_pressed.connect(_on_pause_resume_pressed)
pause_menu.main_menu_pressed.connect(_on_pause_main_menu_pressed)
pause_menu.quit_pressed.connect(_on_pause_quit_pressed)
if inventory_ui:
inventory_ui.inventory_closed.connect(_on_inventory_closed)
if multiplayer_chat:
multiplayer_chat.message_sent.connect(_on_chat_message_sent)
Network.server_disconnected.connect(_on_server_disconnected)
Network.connect("player_connected", Callable(self, "_on_player_connected"))
multiplayer.peer_disconnected.connect(_remove_player)
_update_mouse_mode()
func _process(_delta: float) -> void:
var can_show_player_list := (
not main_menu.is_menu_visible() and not pause_menu.is_menu_visible() and multiplayer.has_multiplayer_peer()
)
if Input.is_key_pressed(KEY_TAB) and can_show_player_list:
if not player_list_visible:
_show_player_list()
elif player_list_visible:
_hide_player_list()
func after_ready():
var ip_address: String
if OS.has_feature("windows"):
if OS.has_environment("COMPUTERNAME"):
ip_address = IP.resolve_hostname(str(OS.get_environment("COMPUTERNAME")), IP.TYPE_IPV4)
elif OS.has_feature("x11"):
if OS.has_environment("HOSTNAME"):
ip_address = IP.resolve_hostname(str(OS.get_environment("HOSTNAME")), IP.TYPE_IPV4)
elif OS.has_feature("OSX"):
if OS.has_environment("HOSTNAME"):
ip_address = IP.resolve_hostname(str(OS.get_environment("HOSTNAME")), IP.TYPE_IPV4)
main_menu.address_input.text = ip_address
func _on_server_disconnected():
_reset_session_ui()
func _reset_session_ui() -> void:
for child in players_container.get_children():
child.queue_free()
var loot_root := get_node_or_null("Environment/ItemContainer")
if loot_root:
for child in loot_root.get_children():
child.queue_free()
chat_visible = false
inventory_visible = false
_hide_player_list()
_player_nickname_heights.clear()
_nickname_heights_requested = false
_nickname_height_requesters.clear()
multiplayer_chat.close_chat()
multiplayer_chat.clear_chat()
if inventory_ui:
inventory_ui.close_inventory()
inventory_ui.current_player = null
_hide_pause_menu(false)
main_menu.show_menu()
_update_mouse_mode()
func _on_player_connected(peer_id, player_info):
var player = _add_player(peer_id, player_info)
if multiplayer.is_server() and player:
player.call_deferred("_sync_inventory_to_owner")
if multiplayer.is_server():
if peer_id != 1:
call_deferred("_sync_nickname_heights_to_peer", peer_id)
elif not _nickname_heights_requested:
_nickname_heights_requested = true
call_deferred("_request_nickname_heights")
_refresh_player_list()
func _on_host_pressed(nickname: String, skin: String):
var error = Network.start_host(nickname, skin)
if error:
push_warning("Failed to host game. Error: " + str(error))
main_menu.show_menu()
_update_mouse_mode()
return
main_menu.hide_menu()
_update_mouse_mode()
func _on_join_pressed(nickname: String, skin: String, address: String):
var error = Network.join_game(nickname, skin, address)
if error:
push_warning("Failed to join game. Error: " + str(error))
main_menu.show_menu()
_update_mouse_mode()
return
main_menu.hide_menu()
_update_mouse_mode()
func _add_player(id: int, player_info: Dictionary) -> Character:
if DisplayServer.get_name() == "headless" and id == 1:
return null
if players_container.has_node(str(id)):
return players_container.get_node(str(id)) as Character
var player = player_scene.instantiate()
player.name = str(id)
player.position = get_spawn_point(id)
players_container.add_child(player, true)
var nick = Network.sanitize_nickname(str(player_info.get("nick", "")), "Player_" + str(id))
player.nickname.text = nick
var skin_enum = Network.sanitize_skin_value(player_info.get("skin", Character.SkinColor.BLUE))
player.set_player_skin(skin_enum)
_apply_player_nickname_height(id)
return player
func get_spawn_point(id: int) -> Vector3:
var spawn_angle := fmod(float(id) * 2.399963229728653, 2.0 * PI)
var spawn_point := Vector2.from_angle(spawn_angle) * 10
return Vector3(spawn_point.x, 0, spawn_point.y)
func _remove_player(id):
_player_nickname_heights.erase(id)
if not players_container.has_node(str(id)):
call_deferred("_refresh_player_list")
return
var player_node = players_container.get_node(str(id))
if player_node:
player_node.queue_free()
call_deferred("_refresh_player_list")
func _on_quit_pressed() -> void:
Network.leave_game()
get_tree().quit()
func toggle_chat():
if main_menu.is_menu_visible() or is_gameplay_input_blocked():
return
multiplayer_chat.toggle_chat()
chat_visible = multiplayer_chat.is_chat_visible()
_update_mouse_mode()
func is_chat_visible() -> bool:
return multiplayer_chat.is_chat_visible()
func _input(event):
if event.is_action_pressed("pause"):
_handle_pause_action()
get_viewport().set_input_as_handled()
return
if is_gameplay_input_blocked():
return
if event.is_action_pressed("toggle_chat"):
toggle_chat()
elif chat_visible and multiplayer_chat.message.has_focus():
pass
elif event.is_action_pressed("inventory"):
toggle_inventory()
elif event is InputEventKey and event.pressed and event.keycode == KEY_F1:
_debug_add_item()
elif event is InputEventKey and event.pressed and event.keycode == KEY_F2:
_debug_print_inventory()
func _on_chat_message_sent(message_text: String) -> void:
chat_visible = multiplayer_chat.is_chat_visible()
_update_mouse_mode()
var trimmed_message = _sanitize_chat_message(message_text)
if trimmed_message.is_empty():
return
if multiplayer.is_server():
_broadcast_chat_message(multiplayer.get_unique_id(), trimmed_message)
else:
submit_chat_message.rpc_id(1, trimmed_message)
@rpc("any_peer", "reliable")
func submit_chat_message(message_text: String):
if not multiplayer.is_server():
return
var sender_id = multiplayer.get_remote_sender_id()
var trimmed_message = _sanitize_chat_message(message_text)
if trimmed_message.is_empty():
return
_broadcast_chat_message(sender_id, trimmed_message)
func _broadcast_chat_message(sender_id: int, message_text: String):
var player_info = Network.players.get(sender_id, {})
var nick = Network.sanitize_nickname(str(player_info.get("nick", "")), "Player_" + str(sender_id))
show_chat_message.rpc(nick, message_text)
@rpc("authority", "call_local", "reliable")
func show_chat_message(nick: String, msg: String):
multiplayer_chat.add_message(nick, msg)
func _sanitize_chat_message(message_text: String) -> String:
var clean = message_text.strip_edges()
if clean.length() > MAX_CHAT_MESSAGE_LENGTH:
clean = clean.substr(0, MAX_CHAT_MESSAGE_LENGTH)
return clean
func toggle_inventory():
if main_menu.is_menu_visible() or is_gameplay_input_blocked():
return
var local_player = _get_local_player()
if not local_player:
return
inventory_visible = !inventory_visible
if inventory_visible:
inventory_ui.open_inventory(local_player)
else:
inventory_ui.close_inventory()
_update_mouse_mode()
func is_inventory_visible() -> bool:
return inventory_visible
func _show_player_list() -> void:
if main_menu.is_menu_visible() or pause_menu.is_menu_visible() or not multiplayer.has_multiplayer_peer():
return
player_list_visible = true
player_list_ui.show_players(Network.players, multiplayer.get_unique_id())
func _hide_player_list() -> void:
player_list_visible = false
if player_list_ui:
player_list_ui.hide_players()
func _refresh_player_list() -> void:
if player_list_visible and player_list_ui:
player_list_ui.refresh_players(Network.players, multiplayer.get_unique_id())
func register_player_nickname_height(player_id: int, height: float) -> void:
if not multiplayer.is_server() or player_id <= 0:
return
var normalized_height := _normalize_nickname_height(height)
_store_and_apply_player_nickname_height(player_id, normalized_height)
sync_player_nickname_height.rpc(player_id, normalized_height)
@rpc("authority", "reliable")
func sync_player_nickname_height(player_id: int, height: float) -> void:
if multiplayer.get_remote_sender_id() != 1:
return
_store_and_apply_player_nickname_height(player_id, _normalize_nickname_height(height))
func _request_nickname_heights() -> void:
if multiplayer.is_server() or not multiplayer.has_multiplayer_peer():
return
request_nickname_heights.rpc_id(1)
@rpc("any_peer", "reliable")
func request_nickname_heights() -> void:
if not multiplayer.is_server():
return
var requester_id := multiplayer.get_remote_sender_id()
if requester_id <= 0 or _nickname_height_requesters.has(requester_id):
return
_nickname_height_requesters[requester_id] = true
_sync_nickname_heights_to_peer(requester_id)
func _sync_nickname_heights_to_peer(peer_id: int) -> void:
if not multiplayer.is_server() or peer_id <= 0:
return
for child in players_container.get_children():
var player := child as Character
if not player:
continue
var player_id := str(player.name).to_int()
var height := float(_player_nickname_heights.get(player_id, player.get_current_nickname_height()))
sync_player_nickname_height.rpc_id(peer_id, player_id, _normalize_nickname_height(height))
func _store_and_apply_player_nickname_height(player_id: int, height: float) -> void:
if player_id <= 0:
return
_player_nickname_heights[player_id] = height
_apply_player_nickname_height(player_id)
func _apply_player_nickname_height(player_id: int) -> void:
if not _player_nickname_heights.has(player_id):
return
var player := players_container.get_node_or_null(str(player_id)) as Character
if player:
player.apply_synced_nickname_height(float(_player_nickname_heights[player_id]))
func _normalize_nickname_height(height: float) -> float:
if is_nan(height) or is_inf(height):
return MIN_NICKNAME_HEIGHT
return clampf(height, MIN_NICKNAME_HEIGHT, MAX_NICKNAME_HEIGHT)
func _on_inventory_closed():
inventory_visible = false
_update_mouse_mode()
func is_gameplay_input_blocked() -> bool:
return pause_menu.is_menu_visible()
func is_camera_input_blocked() -> bool:
return is_gameplay_input_blocked() or inventory_visible or multiplayer_chat.is_chat_visible()
func _handle_pause_action() -> void:
if inventory_visible:
_close_inventory()
return
if multiplayer_chat.is_chat_visible():
_close_chat()
return
if pause_menu.is_menu_visible():
_hide_pause_menu()
return
if main_menu.is_menu_visible() or not multiplayer.has_multiplayer_peer():
return
_show_pause_menu()
func _show_pause_menu() -> void:
pause_menu.show_menu()
_update_mouse_mode()
func _hide_pause_menu(restore_mouse_mode: bool = true) -> void:
if not pause_menu.is_menu_visible():
return
pause_menu.hide_menu()
if restore_mouse_mode:
_update_mouse_mode()
func _close_chat() -> void:
multiplayer_chat.close_chat()
chat_visible = false
_update_mouse_mode()
func _close_inventory() -> void:
inventory_ui.close_inventory()
inventory_visible = false
_update_mouse_mode()
func _update_mouse_mode() -> void:
if DisplayServer.get_name() == "headless":
return
var ui_requires_cursor := (
main_menu.is_menu_visible()
or pause_menu.is_menu_visible()
or inventory_visible
or not multiplayer.has_multiplayer_peer()
)
if ui_requires_cursor:
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _on_pause_resume_pressed() -> void:
_hide_pause_menu()
func _on_pause_main_menu_pressed() -> void:
_hide_pause_menu(false)
Network.leave_game()
if not main_menu.is_menu_visible():
_reset_session_ui()
func _on_pause_quit_pressed() -> void:
Network.leave_game()
get_tree().quit()
func update_local_inventory_display():
if inventory_ui:
inventory_ui.refresh_display()
func _get_local_player() -> Character:
var local_player_id = multiplayer.get_unique_id()
if players_container.has_node(str(local_player_id)):
return players_container.get_node(str(local_player_id)) as Character
return null
func _debug_add_item():
if not OS.is_debug_build() or not multiplayer.is_server():
return
var local_player = _get_local_player()
if local_player:
var test_items: Array[String] = []
for item_id in ItemDatabase.get_all_items():
test_items.append(str(item_id))
if test_items.is_empty():
return
var random_item = test_items[randi() % test_items.size()]
local_player.request_add_item.rpc_id(1, random_item, 1)
func _debug_print_inventory():
var local_player = _get_local_player()
if local_player and local_player.get_inventory():
var inventory = local_player.get_inventory()
print("=== Inventory Debug ===")
for i in range(inventory.slots.size()):
var slot = inventory.get_slot(i)
if slot and not slot.is_empty():
print("Slot ", i, ": ", slot.item_id, " x", slot.quantity)
print("=====================")
else:
print("No inventory found for local player")
-1
View File
@@ -1 +0,0 @@
uid://d0dgljwwl463n
-43
View File
@@ -1,43 +0,0 @@
#class_name Body
extends Node3D
# 线性插值速度
const LERP_VELOCITY: float = 0.15
@export_category("Objects")
@export var _character: CharacterBody3D = null
@export var animation_player: AnimationPlayer = null
var _current_state: StringName = &""
func apply_rotation(_velocity: Vector3) -> void:
var new_rotation_y = lerp_angle(rotation.y, atan2(-_velocity.x, -_velocity.z), LERP_VELOCITY)
rotation.y = new_rotation_y
func get_movement_animation(_velocity: Vector3) -> StringName:
if not _character.is_on_floor():
if _velocity.y < 0:
return &"Fall"
if _current_state == &"Jump2":
return &"Jump2"
return &"Jump"
if _velocity:
if _character._is_running() and _character.is_on_floor():
return &"Sprint"
return &"Run"
return &"Idle"
func play_animation_state(state: StringName, restart: bool = false) -> void:
if not animation_player:
return
if not animation_player.has_animation(state):
return
if not restart and _current_state == state and animation_player.is_playing():
return
_current_state = state
animation_player.play(state)
-1
View File
@@ -1 +0,0 @@
uid://v8j54rbc0ik
-872
View File
@@ -1,872 +0,0 @@
class_name Character
extends CharacterBody3D
enum SkinColor { BLUE, YELLOW, GREEN, RED }
@export var 正常速度 = 6.0
@export var 冲刺速度 = 10.0
@export var 跳跃初速度 = 7.5
@export var 下落重力倍率 = 1.6
@export var 昵称基准高度 := 2.0
@export var 服务器每秒动画请求数 := 10.0
@export var 服务器动画请求突发上限 := 6.0
@export var 拾取动画延迟毫秒 := 1000
@export var 拾取动画时间窗口毫秒 := 2500
@export var 拾取请求冷却毫秒 := 1000
const 允许动画状态 := {
&"Idle": true,
&"Run": true,
&"Sprint": true,
&"Jump": true,
&"Jump2": true,
&"Fall": true,
&"Attack1": true,
&"Emote2": true
}
const HAT_NODES_BY_ITEM := {
"fedora": "Fedora",
"headphones": "Headphones",
"pirate_hat": "PirateHat",
"sheriff_hat": "SheriffHat",
"sombrero": "Sombrero",
"wizard_hat": "WizardHat"
}
const WEAPON_NODES_BY_ITEM := {"sword": "Sword", "sword_big": "SwordBig", "axe": "Axe"}
const BACKPACK_NODES_BY_ITEM := {"backpack": "Backpack"}
const HEAD_EQUIPMENT_PATH := "GodotRobot3D/RobotArmature/Skeleton3D/HeadAttach/"
const HAND_EQUIPMENT_PATH := "GodotRobot3D/RobotArmature/Skeleton3D/LeftHandAttach/"
const BACK_EQUIPMENT_PATH := "GodotRobot3D/RobotArmature/Skeleton3D/BackAttach/"
const FIRST_PERSON_HIDDEN_BONES: Array[StringName] = [&"Head", &"HeadTop"]
@export var skin_color: SkinColor = SkinColor.BLUE
@export_category("Nickname")
@export_range(0.0, 1.0, 0.01) var nickname_clearance: float = 0.2
@export_category("Objects")
@export var _body: Node3D = null
@export var _spring_arm_offset: SpringArmCharacter = null
@export_category("Skin Colors")
@export var blue_texture: CompressedTexture2D
@export var yellow_texture: CompressedTexture2D
@export var green_texture: CompressedTexture2D
@export var red_texture: CompressedTexture2D
var player_inventory: PlayerInventory
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var can_double_jump = true
var has_double_jumped = false
var is_attacking := false
var is_collecting := false
var _current_speed: float
var _spawn_point = Vector3(0, 5, 0)
var _animation_sequence := 0
var _last_applied_animation_sequence := 0
var _last_requested_animation: StringName = &""
var _appearance_sync_requesters: Dictionary = {}
var _server_animation_request_tokens := 服务器动画请求突发上限
var _last_server_animation_token_update_msec := 0
var _server_pickup_animation_started_msec := -1
var _last_server_pickup_request_msec := -拾取请求冷却毫秒
var _pickup_area_camera_yaw_offset := 0.0
var _equipped_hat_visual_id := ""
@onready var nickname: Label3D = $PlayerNick/Nickname
@onready var _bottom_mesh: MeshInstance3D = get_node("GodotRobot3D/RobotArmature/Skeleton3D/Bottom")
@onready var _chest_mesh: MeshInstance3D = get_node("GodotRobot3D/RobotArmature/Skeleton3D/Chest")
@onready var _face_mesh: MeshInstance3D = get_node("GodotRobot3D/RobotArmature/Skeleton3D/Face")
@onready var _limbs_head_mesh: MeshInstance3D = get_node("GodotRobot3D/RobotArmature/Skeleton3D/LimbsAndHead")
@onready var _skeleton: Skeleton3D = get_node("GodotRobot3D/RobotArmature/Skeleton3D")
@onready var _pickup_area: Area3D = $GodotRobot3D/InfrontArea3D
@onready var _first_person_hud: CanvasLayer = $FirstPersonHUD
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
$SpringArmOffset/SpringArm3D/Camera3D.current = is_multiplayer_authority()
func _ready():
if multiplayer.is_server():
player_inventory = PlayerInventory.new()
_add_starting_items()
call_deferred("_sync_equipment_appearance")
if not is_multiplayer_authority():
call_deferred("_sync_inventory_to_owner")
set_player_skin(skin_color)
var animation_player := get_node_or_null("GodotRobot3D/AnimationPlayer") as AnimationPlayer
if animation_player:
animation_player.animation_finished.connect(_on_animation_finished)
_body.play_animation_state(&"Idle")
nickname.visible = true
_set_nickname_height(昵称基准高度)
call_deferred("_update_nickname_height")
if not multiplayer.is_server():
call_deferred("_request_equipment_appearance")
if is_multiplayer_authority() and _spring_arm_offset:
_pickup_area_camera_yaw_offset = wrapf(
_pickup_area.global_rotation.y - _spring_arm_offset.global_rotation.y, -PI, PI
)
_spring_arm_offset.perspective_changed.connect(_on_camera_perspective_changed)
_on_camera_perspective_changed(_spring_arm_offset.is_first_person)
func _on_camera_perspective_changed(first_person: bool) -> void:
if not is_multiplayer_authority():
return
_body.visible = true
_bottom_mesh.visible = not first_person
_chest_mesh.visible = not first_person
_face_mesh.visible = not first_person
_limbs_head_mesh.visible = true
nickname.visible = not first_person
_first_person_hud.visible = first_person
for bone_name in FIRST_PERSON_HIDDEN_BONES:
var bone_index := _skeleton.find_bone(bone_name)
if bone_index >= 0:
_skeleton.set_bone_pose_scale(bone_index, Vector3.ZERO if first_person else Vector3.ONE)
if first_person:
_align_pickup_area_with_camera()
else:
_pickup_area.rotation = Vector3.ZERO
call_deferred("_refresh_nickname_height_after_perspective_change")
func _refresh_nickname_height_after_perspective_change() -> void:
if not is_multiplayer_authority() or _is_local_first_person():
return
var height := _calculate_nickname_height(_equipped_hat_visual_id)
_set_nickname_height(height)
nickname.visible = true
if multiplayer.is_server():
_broadcast_nickname_height(height)
func _align_pickup_area_with_camera() -> void:
var pickup_rotation := _pickup_area.global_rotation
pickup_rotation.y = wrapf(_spring_arm_offset.global_rotation.y + _pickup_area_camera_yaw_offset, -PI, PI)
_pickup_area.global_rotation = pickup_rotation
func _physics_process(delta):
if not multiplayer.has_multiplayer_peer() or not is_multiplayer_authority():
return
var current_scene = get_tree().get_current_scene()
var should_freeze = false
if current_scene:
if current_scene.has_method("is_gameplay_input_blocked") and current_scene.is_gameplay_input_blocked():
should_freeze = true
elif current_scene.has_method("is_chat_visible") and current_scene.is_chat_visible():
should_freeze = true
elif current_scene.has_method("is_inventory_visible") and current_scene.is_inventory_visible():
should_freeze = true
if is_attacking or is_collecting:
velocity.x = 0
velocity.z = 0
_apply_gravity(delta)
move_and_slide()
return
if should_freeze:
_freeze()
_apply_gravity(delta)
move_and_slide()
_request_animation(_body.get_movement_animation(velocity))
return
if Input.is_action_just_pressed("pickup") and is_on_floor() and _has_collectible_item_in_front():
is_collecting = true
_request_animation(&"Emote2", true)
return
if Input.is_action_just_pressed("attack") and is_on_floor():
_start_attack()
return
if is_on_floor():
can_double_jump = true
has_double_jumped = false
if Input.is_action_just_pressed("jump"):
velocity.y = 跳跃初速度
can_double_jump = true
_request_animation(&"Jump", true)
else:
_apply_gravity(delta)
if can_double_jump and not has_double_jumped and Input.is_action_just_pressed("jump"):
velocity.y = 跳跃初速度
has_double_jumped = true
can_double_jump = false
_request_animation(&"Jump2", true)
_move()
var collided = move_and_slide()
if collided:
_push_collided_items()
_request_animation(_body.get_movement_animation(velocity))
func _apply_gravity(delta: float) -> void:
if is_on_floor():
return
var gravity_multiplier = 下落重力倍率 if velocity.y < 0 else 1.0
velocity.y -= gravity * gravity_multiplier * delta
func _start_attack() -> void:
if is_attacking or is_collecting or not is_on_floor():
return
is_attacking = true
velocity.x = 0
velocity.z = 0
_request_animation(&"Attack1", true)
func _on_animation_finished(animation_name: StringName) -> void:
match animation_name:
&"Attack1":
is_attacking = false
&"Emote2":
is_collecting = false
func _request_animation(state: StringName, restart: bool = false) -> void:
if not 允许动画状态.has(state):
return
if not restart and _last_requested_animation == state:
return
_last_requested_animation = state
_body.play_animation_state(state, restart)
if multiplayer.is_server():
request_animation_state(state)
else:
request_animation_state.rpc_id(1, state)
@rpc("any_peer", "call_local", "reliable")
func request_animation_state(state: StringName) -> void:
if not multiplayer.is_server() or not _is_owner_request():
return
if not 允许动画状态.has(state):
return
if not _server_consume_animation_request_token():
return
if state == &"Emote2":
if not _is_grounded_on_server() or not _has_collectible_item_in_front():
return
_server_pickup_animation_started_msec = Time.get_ticks_msec()
else:
_server_pickup_animation_started_msec = -1
_server_publish_animation(state)
func _server_consume_animation_request_token() -> bool:
var now := Time.get_ticks_msec()
if _last_server_animation_token_update_msec == 0:
_last_server_animation_token_update_msec = now
else:
var elapsed_seconds := (now - _last_server_animation_token_update_msec) / 1000.0
_server_animation_request_tokens = minf(
服务器动画请求突发上限,
_server_animation_request_tokens + elapsed_seconds * 服务器每秒动画请求数
)
_last_server_animation_token_update_msec = now
if _server_animation_request_tokens < 1.0:
return false
_server_animation_request_tokens -= 1.0
return true
func _server_publish_animation(state: StringName) -> void:
if not multiplayer.is_server():
return
_animation_sequence += 1
sync_animation_state.rpc(state, _animation_sequence)
sync_animation_state(state, _animation_sequence)
@rpc("any_peer", "call_local", "reliable")
func sync_animation_state(state: StringName, sequence: int) -> void:
var sender_id := multiplayer.get_remote_sender_id()
if sender_id != 1 and not (sender_id == 0 and multiplayer.is_server()):
return
if sequence <= _last_applied_animation_sequence:
return
_last_applied_animation_sequence = sequence
if not 允许动画状态.has(state):
return
# The owner already played the input-driven state immediately.
if is_multiplayer_authority():
return
_body.play_animation_state(state, true)
func _push_collided_items() -> void:
for i in get_slide_collision_count():
var c = get_slide_collision(i)
if c.get_collider() is RigidBody3D:
apply_force_to_server_object.rpc_id(1, c.get_collider().name, -c.get_normal())
func _process(_delta):
if not multiplayer.has_multiplayer_peer():
return
if not is_multiplayer_authority():
return
var first_person := _spring_arm_offset != null and _spring_arm_offset.is_first_person
if first_person:
_align_pickup_area_with_camera()
var camera_input_blocked := false
var current_scene := get_tree().get_current_scene()
if current_scene and current_scene.has_method("is_camera_input_blocked"):
camera_input_blocked = current_scene.is_camera_input_blocked()
_first_person_hud.visible = (
first_person and not camera_input_blocked and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED
)
_check_out_of_bounds()
func _freeze():
velocity.x = 0
velocity.z = 0
_current_speed = 0
_request_animation(&"Idle")
func _move() -> void:
var input_direction: Vector2 = Vector2.ZERO
if is_multiplayer_authority():
input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction: Vector3 = transform.basis * Vector3(input_direction.x, 0, input_direction.y).normalized()
_is_running()
direction = direction.rotated(Vector3.UP, _spring_arm_offset.rotation.y)
if direction:
velocity.x = direction.x * _current_speed
velocity.z = direction.z * _current_speed
_body.apply_rotation(velocity)
return
velocity.x = move_toward(velocity.x, 0, _current_speed)
velocity.z = move_toward(velocity.z, 0, _current_speed)
func _is_running() -> bool:
if Input.is_action_pressed("shift"):
_current_speed = 冲刺速度
return true
_current_speed = 正常速度
return false
func _check_out_of_bounds():
if global_transform.origin.y < -15.0:
_reset_position_after_fall()
func _reset_position_after_fall():
global_transform.origin = _spawn_point
velocity = Vector3.ZERO
func _get_texture_from_name(color: SkinColor) -> CompressedTexture2D:
match color:
SkinColor.BLUE:
return blue_texture
SkinColor.GREEN:
return green_texture
SkinColor.RED:
return red_texture
SkinColor.YELLOW:
return yellow_texture
_:
return blue_texture
func set_player_skin(skin_name: SkinColor) -> void:
var texture = _get_texture_from_name(skin_name)
_set_mesh_texture(_bottom_mesh, texture)
_set_mesh_texture(_chest_mesh, texture)
_set_mesh_texture(_face_mesh, texture)
_set_mesh_texture(_limbs_head_mesh, texture)
func _set_mesh_texture(mesh_instance: MeshInstance3D, texture: CompressedTexture2D) -> void:
if mesh_instance:
var new_material := StandardMaterial3D.new()
new_material.albedo_texture = texture
mesh_instance.set_surface_override_material(0, new_material)
@rpc("any_peer", "call_local", "reliable")
func sync_inventory_to_owner(inventory_data: Dictionary):
var sender_id = multiplayer.get_remote_sender_id()
if sender_id != 1 and not (sender_id == 0 and multiplayer.is_server()):
return
if not is_multiplayer_authority():
return
if not player_inventory:
player_inventory = PlayerInventory.new()
player_inventory.from_dict(inventory_data)
var level_scene = get_tree().get_current_scene()
if (
level_scene
and get_multiplayer_authority() == multiplayer.get_unique_id()
and level_scene.has_method("update_local_inventory_display")
):
level_scene.update_local_inventory_display()
@rpc("any_peer", "call_local", "reliable")
func request_move_item(from_slot: int, to_slot: int, quantity: int = -1):
if not multiplayer.is_server():
return
var requesting_client = multiplayer.get_remote_sender_id()
if not _is_owner_request():
push_warning(
(
"Client "
+ str(requesting_client)
+ " tried to modify inventory for player "
+ str(get_multiplayer_authority())
)
)
return
if not player_inventory:
return
if not player_inventory.is_slot_active(from_slot) or not player_inventory.is_slot_active(to_slot):
push_warning("Invalid slot indices: from=" + str(from_slot) + " to=" + str(to_slot))
return
if quantity != -1 and quantity <= 0:
push_warning("Invalid move quantity: " + str(quantity))
return
var success = false
if quantity == -1:
success = player_inventory.move_item(from_slot, to_slot)
if not success:
success = player_inventory.swap_items(from_slot, to_slot)
else:
success = player_inventory.move_item(from_slot, to_slot, quantity)
if success:
_sync_inventory_to_owner()
@rpc("any_peer", "call_local", "reliable")
func request_add_item(item_id: String, quantity: int = 1):
if not multiplayer.is_server():
return
var requesting_client = multiplayer.get_remote_sender_id()
var is_local_server_call = requesting_client == 0 and multiplayer.get_unique_id() == 1
if requesting_client != 1 and not is_local_server_call:
push_warning(
"Client " + str(requesting_client) + " tried to add items to player " + str(get_multiplayer_authority())
)
return
if not player_inventory:
return
if quantity <= 0:
push_warning("Invalid quantity: " + str(quantity))
return
var item = ItemDatabase.get_item(item_id)
if not item:
push_warning("Item not found: " + item_id)
return
var remaining = player_inventory.add_item(item, quantity)
var added = quantity - remaining
if added > 0:
_sync_inventory_to_owner()
func request_add_single_item(item_id: String) -> bool:
if not multiplayer.is_server():
return false
if player_inventory == null:
return false
var item = ItemDatabase.get_item(item_id)
if not item:
push_warning("Item not found: " + item_id)
return false
var remaining = player_inventory.add_item(item, 1)
if remaining == 0:
_sync_inventory_to_owner()
return true
return false
@rpc("any_peer", "call_local", "reliable")
func request_remove_item(item_id: String, quantity: int = 1):
if not multiplayer.is_server():
return
var requesting_client = multiplayer.get_remote_sender_id()
if not _is_owner_request():
push_warning(
(
"Client "
+ str(requesting_client)
+ " tried to remove items from player "
+ str(get_multiplayer_authority())
)
)
return
if not player_inventory:
return
if quantity <= 0:
push_warning("Invalid quantity: " + str(quantity))
return
var removed = player_inventory.remove_item(item_id, quantity)
if removed > 0:
_sync_inventory_to_owner()
@rpc("authority", "call_local", "reliable")
func add_world_item(scene_path: String, player_position: Vector3) -> void:
var item_container = get_node_or_null("/root/Level/Environment/ItemContainer")
if not item_container:
push_warning("ItemContainer not found at /root/Level/Environment/ItemContainer")
return
if scene_path.is_empty() or not ResourceLoader.exists(scene_path):
push_warning("Cannot add world item: invalid scene path '" + scene_path + "'")
return
var packed_scene = load(scene_path) as PackedScene
if not packed_scene:
push_warning("Cannot add world item: scene path is not a PackedScene '" + scene_path + "'")
return
var instance_item := packed_scene.instantiate() as Node3D
if not instance_item:
push_warning("Cannot add world item: scene root is not a Node3D '" + scene_path + "'")
return
item_container.add_child(instance_item, true)
instance_item.global_position = player_position
func get_inventory() -> PlayerInventory:
return player_inventory
func _sync_inventory_to_owner() -> void:
if not multiplayer.is_server() or not player_inventory:
return
var owner_id = get_multiplayer_authority()
if owner_id == 1:
sync_inventory_to_owner(player_inventory.to_dict())
else:
sync_inventory_to_owner.rpc_id(owner_id, player_inventory.to_dict())
@rpc("any_peer", "call_local", "reliable")
func request_equip_item(from_slot: int, item_type: Item.ItemType) -> void:
if not multiplayer.is_server() or not _is_owner_request():
return
if not player_inventory or not player_inventory.is_slot_active(from_slot):
return
if item_type != Item.ItemType.WEAPON and item_type != Item.ItemType.HAT and item_type != Item.ItemType.BACKPACK:
return
if player_inventory.equip_from_slot(from_slot, item_type):
_sync_inventory_to_owner()
_sync_equipment_appearance()
@rpc("any_peer", "call_local", "reliable")
func request_unequip_item(item_type: Item.ItemType, destination_slot: int = -1) -> void:
if not multiplayer.is_server() or not _is_owner_request():
return
if not player_inventory:
return
if item_type != Item.ItemType.WEAPON and item_type != Item.ItemType.HAT and item_type != Item.ItemType.BACKPACK:
return
if destination_slot < -1 or destination_slot >= PlayerInventory.MAX_INVENTORY_SIZE:
return
if destination_slot >= 0 and not player_inventory.is_slot_active(destination_slot):
return
if player_inventory.unequip_to_slot(item_type, destination_slot):
_sync_inventory_to_owner()
_sync_equipment_appearance()
func _is_owner_request() -> bool:
var sender := multiplayer.get_remote_sender_id()
return sender == get_multiplayer_authority() or (sender == 0 and multiplayer.is_server())
func _sync_equipment_appearance() -> void:
if not multiplayer.is_server() or not player_inventory:
return
var weapon_id := player_inventory.equipped_weapon.item_id
var hat_id := player_inventory.equipped_hat.item_id
var backpack_id := player_inventory.equipped_backpack.item_id
var nickname_height := _calculate_nickname_height(hat_id)
_broadcast_nickname_height(nickname_height)
sync_equipment_appearance.rpc(weapon_id, hat_id, backpack_id)
sync_equipment_appearance(weapon_id, hat_id, backpack_id)
func _request_equipment_appearance() -> void:
if multiplayer.is_server() or not multiplayer.has_multiplayer_peer():
return
request_equipment_appearance.rpc_id(1)
@rpc("any_peer", "reliable")
func request_equipment_appearance() -> void:
if not multiplayer.is_server() or not player_inventory:
return
var requester_id := multiplayer.get_remote_sender_id()
if requester_id <= 0:
return
if _appearance_sync_requesters.has(requester_id):
return
_appearance_sync_requesters[requester_id] = true
_sync_equipment_appearance_to_peer(requester_id)
func _sync_equipment_appearance_to_peer(peer_id: int) -> void:
if not multiplayer.is_server() or not player_inventory or peer_id <= 0:
return
var weapon_id := player_inventory.equipped_weapon.item_id
var hat_id := player_inventory.equipped_hat.item_id
var backpack_id := player_inventory.equipped_backpack.item_id
sync_equipment_appearance.rpc_id(peer_id, weapon_id, hat_id, backpack_id)
@rpc("any_peer", "reliable")
func sync_equipment_appearance(weapon_id: String, hat_id: String, backpack_id: String) -> void:
var sender := multiplayer.get_remote_sender_id()
if sender != 1 and not (sender == 0 and multiplayer.is_server()):
return
_set_equipment_visibility(weapon_id, hat_id, backpack_id)
func _set_equipment_visibility(weapon_id: String, hat_id: String, backpack_id: String) -> void:
_equipped_hat_visual_id = hat_id
_set_equipment_nodes_visibility(HEAD_EQUIPMENT_PATH, HAT_NODES_BY_ITEM, hat_id)
_set_equipment_nodes_visibility(HAND_EQUIPMENT_PATH, WEAPON_NODES_BY_ITEM, weapon_id)
_set_equipment_nodes_visibility(BACK_EQUIPMENT_PATH, BACKPACK_NODES_BY_ITEM, backpack_id)
func _broadcast_nickname_height(height: float) -> void:
if not multiplayer.is_server():
return
var level_scene := get_tree().get_current_scene()
if level_scene and level_scene.has_method("register_player_nickname_height"):
level_scene.register_player_nickname_height(get_multiplayer_authority(), height)
func _set_equipment_nodes_visibility(parent_path: String, nodes_by_item: Dictionary, equipped_item_id: String) -> void:
for item_id in nodes_by_item:
var equipment := get_node_or_null(parent_path + str(nodes_by_item[item_id])) as Node3D
if equipment:
equipment.visible = item_id == equipped_item_id
func _update_nickname_height(hat_id: String = "") -> void:
if not nickname:
return
nickname.visible = not _is_local_first_person()
_set_nickname_height(_calculate_nickname_height(hat_id))
func _calculate_nickname_height(hat_id: String) -> float:
var target_height := 拾取动画延迟毫秒
var equipped_hat := _get_hat_node(hat_id)
if equipped_hat:
var hat_top := _get_visual_top(equipped_hat)
if hat_top > -INF and hat_top < INF:
target_height = max(拾取动画延迟毫秒, hat_top + nickname_clearance)
return target_height
func _set_nickname_height(height: float) -> void:
var nickname_position := nickname.position
nickname_position.y = height
nickname.position = nickname_position
func apply_synced_nickname_height(height: float) -> void:
if not nickname:
return
nickname.visible = not _is_local_first_person()
if height > -INF and height < INF:
_set_nickname_height(maxf(昵称基准高度, height))
else:
_set_nickname_height(昵称基准高度)
func _is_local_first_person() -> bool:
return is_multiplayer_authority() and _spring_arm_offset != null and _spring_arm_offset.is_first_person
func get_current_nickname_height() -> float:
return nickname.position.y if nickname else 昵称基准高度
func _get_hat_node(hat_id: String) -> Node3D:
if HAT_NODES_BY_ITEM.has(hat_id):
var requested_hat_path := HEAD_EQUIPMENT_PATH + str(HAT_NODES_BY_ITEM[hat_id])
var requested_hat := get_node_or_null(requested_hat_path) as Node3D
if requested_hat:
return requested_hat
return null
func _get_visual_top(root: Node3D) -> float:
var visual_top := -INF
if root is MeshInstance3D:
visual_top = _get_mesh_top(root as MeshInstance3D)
for child in root.find_children("*", "MeshInstance3D", true, false):
var mesh_instance := child as MeshInstance3D
if mesh_instance:
visual_top = max(visual_top, _get_mesh_top(mesh_instance))
return visual_top
func _get_mesh_top(mesh_instance: MeshInstance3D) -> float:
var visual_top := -INF
var mesh_bounds := mesh_instance.get_aabb()
for endpoint_index in range(8):
var endpoint_global := mesh_instance.to_global(mesh_bounds.get_endpoint(endpoint_index))
visual_top = max(visual_top, to_local(endpoint_global).y)
return visual_top
func _add_starting_items():
if not player_inventory:
return
var backpack := ItemDatabase.get_item("backpack")
if backpack:
player_inventory.add_item(backpack, 1)
var starting_item_ids: Array[String] = [
"fedora",
"headphones",
"pirate_hat",
"sheriff_hat",
"sombrero",
"wizard_hat",
"sword",
"sword_big",
"axe",
"chicken_leg",
"bone",
"chalice"
]
for item_id in starting_item_ids:
var item = ItemDatabase.get_item(item_id)
if item:
player_inventory.add_item(item, 1)
func pickup() -> void:
if multiplayer.is_server():
request_pickup()
else:
request_pickup.rpc_id(1)
@rpc("any_peer", "call_local", "reliable")
func request_pickup() -> void:
if not multiplayer.is_server() or not _is_owner_request():
return
var now := Time.get_ticks_msec()
if now - _last_server_pickup_request_msec < 拾取请求冷却毫秒:
return
_last_server_pickup_request_msec = now
var animation_elapsed := now - _server_pickup_animation_started_msec
if (
_server_pickup_animation_started_msec < 0
or animation_elapsed < 拾取动画时间窗口毫秒
or animation_elapsed > 拾取动画时间窗口毫秒
):
return
if not _is_grounded_on_server():
return
if not _has_collectible_item_in_front():
return
_server_pickup_animation_started_msec = -1
_server_pickup()
func _server_pickup() -> void:
for item in _get_collectible_items_in_front():
var result := request_add_single_item(item.item_id)
if result and item.is_inside_tree():
item.queue_free()
func _has_collectible_item_in_front() -> bool:
return not _get_collectible_items_in_front().is_empty()
func _get_collectible_items_in_front() -> Array[ItemRigidBody3D]:
var collectible_items: Array[ItemRigidBody3D] = []
var pickup_area := get_node_or_null("GodotRobot3D/InfrontArea3D") as Area3D
if not pickup_area:
return collectible_items
for body in pickup_area.get_overlapping_bodies():
var item := body as ItemRigidBody3D
if item and not item.item_id.is_empty() and ItemDatabase.get_item(item.item_id):
collectible_items.append(item)
return collectible_items
@rpc("any_peer", "call_local", "reliable")
func apply_force_to_server_object(object_name: String, normal: Vector3) -> void:
var object_node = get_node_or_null("/root/Level/Environment/ItemContainer")
if object_node:
for n in object_node.get_children():
if n.name == object_name and n is RigidBody3D:
n.apply_force(normal * 100)
func _is_grounded_on_server() -> bool:
if not multiplayer.is_server() or not is_inside_tree():
return false
var query := PhysicsRayQueryParameters3D.new()
query.from = global_position + Vector3.UP * 0.15
query.to = global_position + Vector3.DOWN * 0.3
query.collision_mask = 2
query.exclude = [get_rid()]
query.collide_with_areas = false
return not get_world_3d().direct_space_state.intersect_ray(query).is_empty()
-1
View File
@@ -1 +0,0 @@
uid://c2si8gkbnde0c
-92
View File
@@ -1,92 +0,0 @@
class_name SpringArmCharacter
extends Node3D
signal perspective_changed(first_person: bool)
const MOUSE_SENSIBILITY: float = 0.005
@export_category("Objects")
@export var _spring_arm: SpringArm3D = null
@export var _first_person_anchor: Node3D = null
@export_category("Camera Perspective")
@export_range(0.0, 10.0, 0.05) var third_person_distance := 5.0
@export_range(0.0, 1.0, 0.05) var first_person_distance := 0.0
@export_range(0.0, 3.0, 0.05) var third_person_height := 2.0
@export_range(1.0, 179.0, 1.0) var third_person_fov := 75.0
@export_range(1.0, 179.0, 1.0) var first_person_fov := 90.0
var is_first_person := false
var _yaw := 0.0
var _pitch := 0.0
@onready var _camera: Camera3D = _spring_arm.get_node_or_null("Camera3D") as Camera3D
func _ready() -> void:
_yaw = rotation.y
_pitch = _spring_arm.rotation.x if _spring_arm else 0.0
_apply_axis_lock()
_apply_perspective()
# 进入直接切换第一人称
is_first_person = not is_first_person
_apply_perspective()
perspective_changed.emit(is_first_person)
get_viewport().set_input_as_handled()
func _process(_delta: float) -> void:
_apply_axis_lock()
if is_first_person and _spring_arm and _first_person_anchor:
_spring_arm.global_position = _first_person_anchor.global_position
func _unhandled_input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
var current_scene := get_tree().get_current_scene()
if current_scene and current_scene.has_method("is_camera_input_blocked"):
if current_scene.is_camera_input_blocked():
return
#if event.is_action_pressed("toggle_camera"):
#is_first_person = not is_first_person
#_apply_perspective()
#perspective_changed.emit(is_first_person)
#get_viewport().set_input_as_handled()
#return
if not (event is InputEventMouseMotion):
return
if Input.mouse_mode != Input.MOUSE_MODE_CAPTURED:
return
_yaw = wrapf(_yaw - event.relative.x * MOUSE_SENSIBILITY, -PI, PI)
_pitch = clampf(_pitch - event.relative.y * MOUSE_SENSIBILITY, -PI / 4.0, PI / 24.0)
_apply_axis_lock()
func _apply_axis_lock() -> void:
rotation = Vector3(0.0, _yaw, 0.0)
if _spring_arm:
_spring_arm.rotation = Vector3(_pitch, 0.0, 0.0)
if _camera:
_camera.rotation = Vector3.ZERO
func _apply_perspective() -> void:
if not _spring_arm:
return
if is_first_person:
_spring_arm.spring_length = first_person_distance
if _first_person_anchor:
_spring_arm.global_position = _first_person_anchor.global_position
if _camera:
_camera.fov = first_person_fov
else:
_spring_arm.spring_length = third_person_distance
_spring_arm.position = Vector3(0.0, third_person_height, 0.0)
if _camera:
_camera.fov = third_person_fov
-1
View File
@@ -1 +0,0 @@
uid://bj7yrijm7bppq
-55
View File
@@ -1,55 +0,0 @@
extends Node
## 最简近距离语音:按住 C(talk)采集麦克风 → 广播给所有对端 →
## 在说话者位置的 RaytracedAudioPlayer3D 回放。
## 距离衰减/声像由 3D 音频完成,墙体闷音、环境混响由 raytraced_audio 插件完成。
## 依赖:default_bus_layout.tres 的 mic 总线(静音 + AudioEffectCapture)、
## RaytracedReverb/RaytracedAmbient 总线(插件用)、player.tscn 根节点下的 Voice 节点。
@export var max_distance := 25.0
var _capture: AudioEffectCapture
var _voice_3d: RaytracedAudioPlayer3D
var _playback: AudioStreamGeneratorPlayback
func _ready() -> void:
_capture = AudioServer.get_bus_effect(AudioServer.get_bus_index("mic"), 0)
_voice_3d = RaytracedAudioPlayer3D.new()
var gen := AudioStreamGenerator.new()
gen.mix_rate = 48000.0 # 与 audio/driver/mix_rate 一致,否则变速变调
_voice_3d.stream = gen
_voice_3d.position = Vector3(0, 1.5, 0) # 嘴部高度
_voice_3d.max_distance = max_distance
add_child(_voice_3d)
if is_multiplayer_authority() and DisplayServer.get_name() != "headless":
var mic := AudioStreamPlayer.new()
mic.stream = AudioStreamMicrophone.new()
mic.bus = "mic"
add_child(mic)
mic.play()
# 监听器只建在本地玩家身上(多个监听器会互相抢 current)
var listener := RaytracedAudioListener.new()
listener.position = Vector3(0, 1.6, 0) # 头部高度
add_child(listener)
listener.owner = get_parent() # 插件的 ambient 计算会读 owner,代码创建的节点必须手动指定
else:
_voice_3d.play()
_playback = _voice_3d.get_stream_playback()
func _process(_delta: float) -> void:
if not is_multiplayer_authority() or _capture == null:
return
if not Input.is_action_pressed("talk"):
_capture.clear_buffer() # 松开时丢弃积压,避免下次开口带旧音频
return
var frames := _capture.get_buffer(_capture.get_frames_available())
if not frames.is_empty():
receive_voice.rpc(frames)
@rpc("any_peer", "call_remote", "unreliable_ordered", 1)
func receive_voice(frames: PackedVector2Array) -> void:
if not _playback:
_playback = _voice_3d.get_stream_playback()
_playback.push_buffer(frames)
-1
View File
@@ -1 +0,0 @@
uid://3i8mgirdlpli
-147
View File
@@ -1,147 +0,0 @@
class_name InventorySlotUI
extends Control
signal slot_clicked(slot_index: int, button: int)
signal slot_double_clicked(slot_index: int)
signal item_hovered(slot_index: int, item: Item)
signal item_unhovered
enum TYPE {
INVENTORY,
WEAPON,
HAT,
BACKPACK,
}
var slot_index: int = 0
var slot_type: TYPE = TYPE.INVENTORY
var inventory_data: InventorySlot
var parent_inventory: Control
var _is_mouse_hovering := false
@onready var background: Panel = $Background
@onready var item_icon: TextureRect = $ItemIcon
@onready var quantity_label: Label = $QuantityLabel
func _ready():
gui_input.connect(_on_gui_input)
mouse_entered.connect(_on_mouse_entered)
mouse_exited.connect(_on_mouse_exited)
update_display()
func set_slot_data(slot_data: InventorySlot, index: int):
inventory_data = slot_data
slot_index = index
update_display()
if is_node_ready() and _is_mouse_hovering:
_emit_current_hover_state()
func update_display():
if not inventory_data or inventory_data.is_empty():
_show_empty_slot()
else:
_show_item_slot()
func _show_empty_slot():
if item_icon:
item_icon.texture = null
if quantity_label:
quantity_label.visible = false
if background:
background.modulate = Color.WHITE
func _show_item_slot():
var item = ItemDatabase.get_item(inventory_data.item_id)
if not item:
_show_empty_slot()
return
item_icon.texture = item.icon
if item.stackable and inventory_data.quantity > 1:
quantity_label.text = str(inventory_data.quantity)
quantity_label.visible = true
else:
quantity_label.visible = false
func _on_gui_input(event: InputEvent):
if event is InputEventMouseButton:
if event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT and event.double_click:
slot_double_clicked.emit(slot_index)
accept_event()
elif event.button_index == MOUSE_BUTTON_RIGHT:
slot_clicked.emit(slot_index, event.button_index)
accept_event()
func _on_mouse_entered():
_is_mouse_hovering = true
_emit_current_hover_state()
background.modulate = Color(1.2, 1.2, 1.2)
func _on_mouse_exited():
_is_mouse_hovering = false
item_unhovered.emit()
background.modulate = Color.WHITE
func _emit_current_hover_state() -> void:
if inventory_data and not inventory_data.is_empty():
var item := ItemDatabase.get_item(inventory_data.item_id)
if item:
item_hovered.emit(slot_index, item)
return
item_unhovered.emit()
func _can_drop_data(_position: Vector2, data) -> bool:
return data is Dictionary and data.has("slot_index") and data.has("inventory_type")
func _drop_data(_position: Vector2, data):
if parent_inventory and parent_inventory.has_method("handle_item_drop") and slot_type == TYPE.INVENTORY:
parent_inventory.handle_item_drop(data.slot_index, slot_index)
elif parent_inventory and parent_inventory.has_method("handle_weapon_equip") and slot_type == TYPE.WEAPON:
parent_inventory.handle_weapon_equip(data.slot_index, data)
elif parent_inventory and parent_inventory.has_method("handle_hat_equip") and slot_type == TYPE.HAT:
parent_inventory.handle_hat_equip(data.slot_index, data)
elif parent_inventory and parent_inventory.has_method("handle_backpack_equip") and slot_type == TYPE.BACKPACK:
parent_inventory.handle_backpack_equip(data.slot_index, data)
func _get_drag_data(_position: Vector2):
if not inventory_data or inventory_data.is_empty():
return null
var item = ItemDatabase.get_item(inventory_data.item_id)
if not item:
return null
var preview = Control.new()
var preview_icon = TextureRect.new()
preview_icon.texture = item.icon
preview_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
preview_icon.size = Vector2(32, 32)
preview.add_child(preview_icon)
preview.modulate = Color(1, 1, 1, 0.8)
set_drag_preview(preview)
item_icon.modulate = Color(0.5, 0.5, 0.5)
return {"slot_index": slot_index, "inventory_type": item.item_type}
func _notification(what):
if what == NOTIFICATION_DRAG_END:
item_icon.modulate = Color.WHITE
-1
View File
@@ -1 +0,0 @@
uid://bi0mlil0a0e5i
-422
View File
@@ -1,422 +0,0 @@
class_name InventoryUI
extends Control
signal inventory_closed
const SAFE_AREA_MARGIN := 16.0
const TOOLTIP_MAX_WIDTH := 280.0
const TOOLTIP_MAX_HEIGHT := 240.0
const TOOLTIP_SCREEN_MARGIN := 10.0
const TOOLTIP_HORIZONTAL_PADDING := 16.0
const TOOLTIP_VERTICAL_PADDING := 16.0
const SLOT_INDEX_WEAPON := -1
const SLOT_INDEX_HAT := -2
const SLOT_INDEX_BACKPACK := -3
var current_player: Character
var slot_ui_scene: PackedScene
var slot_uis: Array[InventorySlotUI] = []
var current_item: Item
var current_slot_index: int
var weapon_slot_ui: InventorySlotUI
var hat_slot_ui: InventorySlotUI
var backpack_slot_ui: InventorySlotUI
var _tooltip_layout_request := 0
var _tooltip_should_be_visible := false
@onready var grid_container: GridContainer = get_node(
"SafeArea/CenterContainer/InventoryPanels/InventoryPanel/MarginContainer/VBoxContainer/GridContainer"
)
@onready var close_button: Button = get_node(
"SafeArea/CenterContainer/InventoryPanels/InventoryPanel/MarginContainer/VBoxContainer/TitleBar/CloseButton"
)
@onready var tooltip: Control = $ItemTooltip
@onready var tooltip_label: RichTextLabel = $ItemTooltip/Panel/MarginContainer/TooltipText
@onready var inventory_panels: HBoxContainer = $SafeArea/CenterContainer/InventoryPanels
func _ready():
slot_ui_scene = preload("res://scenes/ui/inventory_slot_ui.tscn")
grid_container.columns = 4
close_button.pressed.connect(_on_close_pressed)
tooltip.visible = false
_create_slot_uis()
_create_hat_slot_ui()
_create_weapon_slot_ui()
_create_backpack_slot_ui()
resized.connect(_update_responsive_layout)
call_deferred("_update_responsive_layout")
func _create_hat_slot_ui():
hat_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
hat_slot_ui.custom_minimum_size = Vector2(64, 64)
hat_slot_ui.parent_inventory = self
hat_slot_ui.slot_type = InventorySlotUI.TYPE.HAT
hat_slot_ui.slot_clicked.connect(_on_slot_clicked)
hat_slot_ui.item_hovered.connect(_on_item_hovered)
hat_slot_ui.item_unhovered.connect(_on_item_unhovered)
(
get_node(
"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/HatSlotContainer"
)
. add_child(hat_slot_ui)
)
func _create_weapon_slot_ui():
weapon_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
weapon_slot_ui.custom_minimum_size = Vector2(64, 64)
weapon_slot_ui.parent_inventory = self
weapon_slot_ui.slot_type = InventorySlotUI.TYPE.WEAPON
weapon_slot_ui.slot_clicked.connect(_on_slot_clicked)
weapon_slot_ui.item_hovered.connect(_on_item_hovered)
weapon_slot_ui.item_unhovered.connect(_on_item_unhovered)
(
get_node(
"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/WeaponSlotContainer"
)
. add_child(weapon_slot_ui)
)
func _create_backpack_slot_ui() -> void:
backpack_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
backpack_slot_ui.custom_minimum_size = Vector2(64, 64)
backpack_slot_ui.parent_inventory = self
backpack_slot_ui.slot_type = InventorySlotUI.TYPE.BACKPACK
backpack_slot_ui.slot_clicked.connect(_on_slot_clicked)
backpack_slot_ui.item_hovered.connect(_on_item_hovered)
backpack_slot_ui.item_unhovered.connect(_on_item_unhovered)
(
get_node(
"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/BackpackSlotContainer"
)
. add_child(backpack_slot_ui)
)
func _create_slot_uis():
for child in grid_container.get_children():
child.queue_free()
slot_uis.clear()
for i in range(PlayerInventory.MAX_INVENTORY_SIZE):
var slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
slot_ui.custom_minimum_size = Vector2(64, 64)
slot_ui.parent_inventory = self
slot_ui.visible = i < PlayerInventory.BASE_INVENTORY_SIZE
slot_ui.slot_clicked.connect(_on_slot_clicked)
slot_ui.slot_double_clicked.connect(_on_slot_double_clicked)
slot_ui.item_hovered.connect(_on_item_hovered)
slot_ui.item_unhovered.connect(_on_item_unhovered)
slot_ui.set_slot_data(null, i)
grid_container.add_child(slot_ui)
slot_uis.append(slot_ui)
func update_inventory_display():
if not current_player or not current_player.get_inventory():
return
var player_inventory = current_player.get_inventory()
var active_slot_count := player_inventory.get_active_slot_count()
for i in range(slot_uis.size()):
slot_uis[i].visible = i < active_slot_count
if i < active_slot_count:
slot_uis[i].set_slot_data(player_inventory.get_slot(i), i)
else:
slot_uis[i].set_slot_data(null, i)
weapon_slot_ui.set_slot_data(player_inventory.equipped_weapon, SLOT_INDEX_WEAPON)
hat_slot_ui.set_slot_data(player_inventory.equipped_hat, SLOT_INDEX_HAT)
backpack_slot_ui.set_slot_data(player_inventory.equipped_backpack, SLOT_INDEX_BACKPACK)
call_deferred("_update_responsive_layout")
func _on_slot_clicked(slot_index: int, button: int):
if button == MOUSE_BUTTON_RIGHT:
_handle_right_click(slot_index)
func _on_slot_double_clicked(slot_index: int) -> void:
if not current_player or not current_player.get_inventory():
return
if slot_index < 0 or not current_player.get_inventory().is_slot_active(slot_index):
return
var slot := current_player.get_inventory().get_slot(slot_index)
if not slot or slot.is_empty():
return
var item := ItemDatabase.get_item(slot.item_id)
if not item or not item.context_options.has(Item.ContextOptions.EQUIP):
return
if (
item.item_type != Item.ItemType.WEAPON
and item.item_type != Item.ItemType.HAT
and item.item_type != Item.ItemType.BACKPACK
):
return
current_player.request_equip_item.rpc_id(1, slot_index, item.item_type)
func _handle_right_click(slot_index: int):
if not current_player or not current_player.get_inventory():
return
var player_inventory = current_player.get_inventory()
current_slot_index = slot_index
var slot: InventorySlot
if slot_index == SLOT_INDEX_WEAPON:
slot = player_inventory.equipped_weapon
elif slot_index == SLOT_INDEX_HAT:
slot = player_inventory.equipped_hat
elif slot_index == SLOT_INDEX_BACKPACK:
slot = player_inventory.equipped_backpack
else:
slot = player_inventory.get_slot(slot_index)
if slot and not slot.is_empty():
current_item = ItemDatabase.get_item(slot.item_id)
if current_item:
_hide_tooltip()
var context_menu = PopupMenu.new()
add_child(context_menu)
context_menu.popup_hide.connect(context_menu.queue_free)
context_menu.id_pressed.connect(_on_item_selected)
if slot_index == SLOT_INDEX_WEAPON or slot_index == SLOT_INDEX_HAT or slot_index == SLOT_INDEX_BACKPACK:
context_menu.add_item(
_get_context_menu_string(Item.ContextOptions.UNEQUIP), Item.ContextOptions.UNEQUIP
)
else:
for item_option in current_item.context_options:
context_menu.add_item(_get_context_menu_string(item_option), item_option)
context_menu.set_position(get_viewport().get_mouse_position())
context_menu.popup()
func _on_item_selected(index: int):
if not current_player or not current_player.get_inventory():
return
if index == Item.ContextOptions.EQUIP:
current_player.request_equip_item.rpc_id(1, current_slot_index, current_item.item_type)
elif index == Item.ContextOptions.UNEQUIP:
current_player.request_unequip_item.rpc_id(1, current_item.item_type)
elif index == Item.ContextOptions.DROP:
if current_item.scene_path.is_empty() or not ResourceLoader.exists(current_item.scene_path):
push_warning(
"Cannot drop item '" + current_item.id + "': invalid scene path '" + current_item.scene_path + "'"
)
return
current_player.add_world_item.rpc_id(
1, current_item.scene_path, current_player.get_node("GodotRobot3D/InfrontArea3D").global_position
)
current_player.request_remove_item.rpc_id(1, current_item.id, 1)
refresh_display()
func _on_item_hovered(_slot_index: int, item: Item):
_show_tooltip(item)
func _on_item_unhovered():
_hide_tooltip()
func _show_tooltip(item: Item):
if not item:
return
var tooltip_content = "[font_size=18][b][color=#FFD700]" + item.name + "[/color][/b][/font_size]\n"
tooltip_content += "[color=#CCCCCC]" + item.description + "[/color]\n"
tooltip_content += "[color=#87CEEB]Type:[/color] " + _get_item_type_string(item.item_type) + "\n"
tooltip_content += "[color=#FF69B4]Rarity:[/color] " + _get_rarity_string(item.rarity) + "\n"
tooltip_content += "[color=#FFD700]Value:[/color] " + str(item.value) + " gold"
if item.stackable:
tooltip_content += "\n[color=#98FB98]Max Stack:[/color] " + str(item.max_stack)
tooltip_label.text = tooltip_content
_tooltip_should_be_visible = true
_queue_tooltip_layout()
func _hide_tooltip():
_tooltip_should_be_visible = false
_tooltip_layout_request += 1
tooltip.visible = false
tooltip.modulate = Color.WHITE
func _queue_tooltip_layout() -> void:
_set_tooltip_width()
_tooltip_layout_request += 1
var request_id := _tooltip_layout_request
tooltip.modulate = Color(1.0, 1.0, 1.0, 0.0)
tooltip.visible = true
_apply_tooltip_layout_after_frame(request_id)
func _apply_tooltip_layout_after_frame(request_id: int) -> void:
await get_tree().process_frame
if request_id != _tooltip_layout_request or not _tooltip_should_be_visible or not tooltip or not tooltip_label:
return
var tooltip_size := tooltip.size
var available_height := minf(TOOLTIP_MAX_HEIGHT, maxf(1.0, size.y - TOOLTIP_SCREEN_MARGIN * 2.0))
tooltip_size.y = minf(float(tooltip_label.get_content_height()) + TOOLTIP_VERTICAL_PADDING, available_height)
tooltip.size = tooltip_size
_position_tooltip_smartly()
tooltip.modulate = Color.WHITE
func _set_tooltip_width() -> void:
var tooltip_size := tooltip.size
var available_width := maxf(1.0, size.x - TOOLTIP_SCREEN_MARGIN * 2.0)
tooltip_size.x = minf(TOOLTIP_MAX_WIDTH, available_width)
tooltip.size = tooltip_size
var label_minimum_size := tooltip_label.custom_minimum_size
label_minimum_size.x = maxf(1.0, tooltip_size.x - TOOLTIP_HORIZONTAL_PADDING)
tooltip_label.custom_minimum_size = label_minimum_size
var label_size := tooltip_label.size
label_size.x = label_minimum_size.x
tooltip_label.size = label_size
func _position_tooltip_smartly():
var mouse_pos = get_global_mouse_position()
var tooltip_size = tooltip.size
var viewport_size = get_viewport().get_visible_rect().size
var tooltip_pos = mouse_pos + Vector2.ONE * TOOLTIP_SCREEN_MARGIN
if tooltip_pos.x + tooltip_size.x > viewport_size.x - TOOLTIP_SCREEN_MARGIN:
tooltip_pos.x = mouse_pos.x - tooltip_size.x - TOOLTIP_SCREEN_MARGIN
if tooltip_pos.y + tooltip_size.y > viewport_size.y - TOOLTIP_SCREEN_MARGIN:
tooltip_pos.y = mouse_pos.y - tooltip_size.y - TOOLTIP_SCREEN_MARGIN
var max_x := maxf(TOOLTIP_SCREEN_MARGIN, viewport_size.x - tooltip_size.x - TOOLTIP_SCREEN_MARGIN)
var max_y := maxf(TOOLTIP_SCREEN_MARGIN, viewport_size.y - tooltip_size.y - TOOLTIP_SCREEN_MARGIN)
tooltip_pos.x = clampf(tooltip_pos.x, TOOLTIP_SCREEN_MARGIN, max_x)
tooltip_pos.y = clampf(tooltip_pos.y, TOOLTIP_SCREEN_MARGIN, max_y)
tooltip.global_position = tooltip_pos
func _update_responsive_layout() -> void:
if not inventory_panels or not tooltip:
return
var available_size := Vector2(
maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
)
var content_size := inventory_panels.size
if content_size.x > 0.0 and content_size.y > 0.0:
var scale_factor := minf(1.0, minf(available_size.x / content_size.x, available_size.y / content_size.y))
inventory_panels.pivot_offset = content_size * 0.5
inventory_panels.scale = Vector2.ONE * scale_factor
_set_tooltip_width()
if _tooltip_should_be_visible:
_queue_tooltip_layout()
func _get_item_type_string(type: Item.ItemType) -> String:
var type_name := "Unknown"
match type:
Item.ItemType.WEAPON:
type_name = "Weapon"
Item.ItemType.HAT:
type_name = "Hat"
Item.ItemType.BACKPACK:
type_name = "Backpack"
Item.ItemType.CONSUMABLE:
type_name = "Consumable"
Item.ItemType.TOOL:
type_name = "Tool"
Item.ItemType.MISC:
type_name = "Miscellaneous"
return type_name
func _get_rarity_string(rarity: Item.ItemRarity) -> String:
match rarity:
Item.ItemRarity.COMMON:
return "Common"
Item.ItemRarity.UNCOMMON:
return "Uncommon"
Item.ItemRarity.RARE:
return "Rare"
Item.ItemRarity.EPIC:
return "Epic"
Item.ItemRarity.LEGENDARY:
return "Legendary"
_:
return "Unknown"
func _get_context_menu_string(context: Item.ContextOptions) -> String:
match context:
Item.ContextOptions.DROP:
return "Drop"
Item.ContextOptions.EQUIP:
return "Equip"
Item.ContextOptions.UNEQUIP:
return "Unequip"
_:
return "Unknown"
func handle_item_drop(from_slot: int, to_slot: int):
if not current_player:
return
if from_slot == SLOT_INDEX_WEAPON:
current_player.request_unequip_item.rpc_id(1, Item.ItemType.WEAPON, to_slot)
elif from_slot == SLOT_INDEX_HAT:
current_player.request_unequip_item.rpc_id(1, Item.ItemType.HAT, to_slot)
elif from_slot == SLOT_INDEX_BACKPACK:
current_player.request_unequip_item.rpc_id(1, Item.ItemType.BACKPACK, to_slot)
else:
current_player.request_move_item.rpc_id(1, from_slot, to_slot)
func _on_close_pressed():
_hide_tooltip()
inventory_closed.emit()
visible = false
func open_inventory(player: Character = null):
_hide_tooltip()
if player:
current_player = player
update_inventory_display()
visible = true
func close_inventory():
_hide_tooltip()
visible = false
func refresh_display():
update_inventory_display()
func handle_weapon_equip(from_slot: int, item: Dictionary):
if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.WEAPON:
current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.WEAPON)
func handle_hat_equip(from_slot: int, item: Dictionary):
if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.HAT:
current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.HAT)
func handle_backpack_equip(from_slot: int, item: Dictionary) -> void:
if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.BACKPACK:
current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.BACKPACK)
-1
View File
@@ -1 +0,0 @@
uid://c2w12kgcvtww4
-71
View File
@@ -1,71 +0,0 @@
class_name MainMenuUI
extends Control
signal host_pressed(nickname: String, skin: String)
signal join_pressed(nickname: String, skin: String, address: String)
signal quit_pressed
const SKIN_OPTIONS: Array[String] = ["Blue", "Yellow", "Green", "Red"]
const SAFE_AREA_MARGIN := 24.0
@onready var skin_input: OptionButton = $MainContainer/MainMenu/Option2/SkinInput
@onready var nick_input: LineEdit = $MainContainer/MainMenu/Option1/NickInput
@onready var address_input: LineEdit = $MainContainer/MainMenu/Option3/AddressInput
@onready var main_container: VBoxContainer = $MainContainer
func _ready() -> void:
skin_input.clear()
for skin_name in SKIN_OPTIONS:
skin_input.add_item(skin_name)
skin_input.select(0)
resized.connect(_update_responsive_layout)
call_deferred("_update_responsive_layout")
func _on_host_pressed() -> void:
var nickname = nick_input.text.strip_edges()
var skin = get_skin()
host_pressed.emit(nickname, skin)
func _on_join_pressed() -> void:
var nickname = nick_input.text.strip_edges()
var skin = get_skin()
var address = address_input.text.strip_edges()
join_pressed.emit(nickname, skin, address)
func _on_quit_pressed():
quit_pressed.emit()
func show_menu():
show()
call_deferred("_update_responsive_layout")
func hide_menu():
hide()
func is_menu_visible() -> bool:
return visible
func _update_responsive_layout() -> void:
if not main_container:
return
var available_size := Vector2(
maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
)
var content_size := main_container.get_combined_minimum_size()
if content_size.x <= 0.0 or content_size.y <= 0.0:
return
var scale_factor := minf(1.0, minf(available_size.x / content_size.x, available_size.y / content_size.y))
main_container.pivot_offset = main_container.size * 0.5
main_container.scale = Vector2.ONE * scale_factor
func get_skin() -> String:
return skin_input.get_item_text(skin_input.selected).to_lower()
-1
View File
@@ -1 +0,0 @@
uid://c9x8y7z6a5b4c3d2
-155
View File
@@ -1,155 +0,0 @@
class_name MultiplayerChatUI
extends Control
signal message_sent(message_text: String)
const MAX_CHAT_MESSAGES: int = 100
const MAX_VISIBLE_MESSAGES: int = 8
const FEED_VISIBLE_SECONDS: float = 6.0
const FEED_FADE_SECONDS: float = 0.35
const SAFE_AREA_MARGIN := 16.0
const MIN_CHAT_WIDTH := 280.0
const MAX_CHAT_WIDTH := 480.0
const MAX_CHAT_HEIGHT := 268.0
var chat_visible: bool = false
var chat_history: Array[String] = []
var fade_tween: Tween
@onready var chat: RichTextLabel = $ChatLayout/Chat
@onready var message: LineEdit = $ChatLayout/Message
@onready var feed_timer: Timer = $FeedTimer
func _ready() -> void:
message.text_submitted.connect(_on_message_submitted)
feed_timer.timeout.connect(_on_feed_timer_timeout)
feed_timer.wait_time = FEED_VISIBLE_SECONDS
get_viewport().size_changed.connect(_update_responsive_layout)
_update_responsive_layout()
show()
clear_chat()
func _update_responsive_layout() -> void:
var viewport_size := get_viewport().get_visible_rect().size
var available_width := maxf(1.0, viewport_size.x - SAFE_AREA_MARGIN * 2.0)
var preferred_width := clampf(viewport_size.x * 0.42, MIN_CHAT_WIDTH, MAX_CHAT_WIDTH)
var target_width := minf(available_width, preferred_width)
var target_height := minf(MAX_CHAT_HEIGHT, maxf(1.0, viewport_size.y - SAFE_AREA_MARGIN * 2.0))
offset_left = SAFE_AREA_MARGIN
offset_right = SAFE_AREA_MARGIN + target_width
offset_bottom = -SAFE_AREA_MARGIN
offset_top = -SAFE_AREA_MARGIN - target_height
func toggle_chat() -> void:
if chat_visible:
close_chat()
return
chat_visible = true
_stop_feed_animation()
_show_feed()
message.show()
await get_tree().process_frame
if not chat_visible:
return
message.grab_focus()
func close_chat() -> void:
chat_visible = false
message.text = ""
message.release_focus()
message.hide()
if chat_history.is_empty():
chat.hide()
else:
_show_feed_temporarily()
func is_chat_visible() -> bool:
return chat_visible
func _on_message_submitted(_submitted_text: String) -> void:
var message_text := message.text.strip_edges()
if message_text.is_empty():
return
close_chat()
message_sent.emit(message_text)
func add_message(nick: String, msg: String) -> void:
var formatted_message := _escape_bbcode("%s: %s" % [nick, msg])
chat_history.append(formatted_message)
while chat_history.size() > MAX_CHAT_MESSAGES:
chat_history.pop_front()
_render_chat_history()
if chat_visible:
_stop_feed_animation()
_show_feed()
else:
_show_feed_temporarily()
func _render_chat_history() -> void:
chat.clear()
var first_message := maxi(0, chat_history.size() - MAX_VISIBLE_MESSAGES)
for index in range(first_message, chat_history.size()):
chat.append_text(chat_history[index])
if index < chat_history.size() - 1:
chat.append_text("\n")
func _show_feed_temporarily() -> void:
_stop_feed_animation()
_show_feed()
feed_timer.start()
func _show_feed() -> void:
chat.modulate.a = 1.0
chat.show()
func _on_feed_timer_timeout() -> void:
if chat_visible:
return
_stop_fade_tween()
fade_tween = create_tween()
fade_tween.tween_property(chat, "modulate:a", 0.0, FEED_FADE_SECONDS)
fade_tween.tween_callback(chat.hide)
func _stop_feed_animation() -> void:
feed_timer.stop()
_stop_fade_tween()
func _stop_fade_tween() -> void:
if fade_tween and fade_tween.is_valid():
fade_tween.kill()
fade_tween = null
func _escape_bbcode(text: String) -> String:
return text.replace("[", "[lb]")
func clear_chat() -> void:
_stop_feed_animation()
chat_history.clear()
chat.clear()
chat.modulate.a = 1.0
chat.hide()
message.text = ""
message.release_focus()
message.hide()
chat_visible = false
-1
View File
@@ -1 +0,0 @@
uid://c8x9y2z1a3b4c5d6
-57
View File
@@ -1,57 +0,0 @@
class_name PauseMenuUI
extends Control
signal resume_pressed
signal main_menu_pressed
signal quit_pressed
const SAFE_AREA_MARGIN := 16.0
@onready var resume_button: Button = $Overlay/Panel/MarginContainer/Buttons/Resume
@onready var panel: PanelContainer = $Overlay/Panel
func _ready() -> void:
resized.connect(_update_responsive_layout)
call_deferred("_update_responsive_layout")
hide()
func show_menu() -> void:
show()
call_deferred("_update_responsive_layout")
resume_button.grab_focus()
func hide_menu() -> void:
hide()
func is_menu_visible() -> bool:
return visible
func _update_responsive_layout() -> void:
if not panel:
return
var available_size := Vector2(
maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
)
var panel_size := panel.size
if panel_size.x <= 0.0 or panel_size.y <= 0.0:
return
var scale_factor := minf(1.0, minf(available_size.x / panel_size.x, available_size.y / panel_size.y))
panel.pivot_offset = panel_size * 0.5
panel.scale = Vector2.ONE * scale_factor
func _on_resume_pressed() -> void:
resume_pressed.emit()
func _on_main_menu_pressed() -> void:
main_menu_pressed.emit()
func _on_quit_pressed() -> void:
quit_pressed.emit()
-1
View File
@@ -1 +0,0 @@
uid://wbiqr2q6c47q
-109
View File
@@ -1,109 +0,0 @@
class_name PlayerListUI
extends Control
const PLAYER_ROW_HEIGHT := 28.0
const MAX_VISIBLE_ROWS := 8
const RESERVED_VERTICAL_SPACE := 190.0
const SAFE_AREA_MARGIN := 16.0
var _player_count := 0
@onready var panel: PanelContainer = $SafeArea/PositionContainer/Panel
@onready var count_label: Label = $SafeArea/PositionContainer/Panel/MarginContainer/Content/Count
@onready var player_scroll: ScrollContainer = $SafeArea/PositionContainer/Panel/MarginContainer/Content/PlayerScroll
@onready
var players_label: RichTextLabel = $SafeArea/PositionContainer/Panel/MarginContainer/Content/PlayerScroll/Players
func _ready() -> void:
resized.connect(_update_layout)
_update_layout()
hide()
func _unhandled_input(event: InputEvent) -> void:
if not visible or not (event is InputEventMouseButton):
return
var mouse_event := event as InputEventMouseButton
if not mouse_event.pressed:
return
if mouse_event.button_index == MOUSE_BUTTON_WHEEL_UP:
player_scroll.scroll_vertical -= int(PLAYER_ROW_HEIGHT)
elif mouse_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
player_scroll.scroll_vertical += int(PLAYER_ROW_HEIGHT)
func show_players(players: Dictionary, local_peer_id: int) -> void:
refresh_players(players, local_peer_id)
player_scroll.scroll_vertical = 0
show()
call_deferred("_apply_panel_scale")
func hide_players() -> void:
hide()
func refresh_players(players: Dictionary, local_peer_id: int) -> void:
var peer_ids: Array[int] = []
for peer_id_value in players:
var peer_id := int(peer_id_value)
if peer_id > 0:
peer_ids.append(peer_id)
peer_ids.sort()
_player_count = peer_ids.size()
count_label.text = "%d online" % _player_count
players_label.clear()
for index in range(peer_ids.size()):
var peer_id := peer_ids[index]
var player_info: Dictionary = players.get(peer_id, {})
var nickname := Network.sanitize_nickname(str(player_info.get("nick", "")), "Player_" + str(peer_id))
var local_marker := " [color=#c7ccd4](you)[/color]" if peer_id == local_peer_id else ""
players_label.append_text(
(
"[color=#a8adb5]>[/color] [b]%s[/b]%s [color=#9aa0a8]#%d[/color]"
% [_escape_bbcode(nickname), local_marker, peer_id]
)
)
if index < peer_ids.size() - 1:
players_label.append_text("\n")
_update_layout()
func _update_layout() -> void:
if not panel or not player_scroll:
return
var panel_minimum_size := panel.custom_minimum_size
panel_minimum_size.x = maxf(0.0, minf(420.0, size.x - 32.0))
panel.custom_minimum_size = panel_minimum_size
var visible_rows := maxi(1, mini(_player_count, MAX_VISIBLE_ROWS))
var desired_height := float(visible_rows) * PLAYER_ROW_HEIGHT
var viewport_limit := maxf(30.0, size.y - RESERVED_VERTICAL_SPACE)
var scroll_minimum_size := player_scroll.custom_minimum_size
scroll_minimum_size.y = minf(desired_height, viewport_limit)
player_scroll.custom_minimum_size = scroll_minimum_size
var players_minimum_size := players_label.custom_minimum_size
players_minimum_size.y = float(maxi(1, _player_count)) * PLAYER_ROW_HEIGHT
players_label.custom_minimum_size = players_minimum_size
call_deferred("_apply_panel_scale")
func _apply_panel_scale() -> void:
if not panel:
return
var available_size := Vector2(
maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
)
var panel_size := panel.size
if panel_size.x <= 0.0 or panel_size.y <= 0.0:
return
var scale_factor := minf(1.0, minf(available_size.x / panel_size.x, available_size.y / panel_size.y))
panel.pivot_offset = panel_size * 0.5
panel.scale = Vector2.ONE * scale_factor
func _escape_bbcode(text: String) -> String:
return text.replace("[", "[lb]")
-1
View File
@@ -1 +0,0 @@
uid://dpxhd38sedg8u