Pawn bodies split out, character select redesigned, and started the dreaded process of correcting the netcode. Players can connect to a shared room, character select, and start a match. They appear correctly differentiated with cameras and map icons that follow them independently. Jankiness with trap ownership is present as is stuff connected to animation. Unit tests for all network functionality required.
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25
scripts/pawn_pick_portrait.gd
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25
scripts/pawn_pick_portrait.gd
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class_name PawnPickPortrait extends Panel
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@onready var portrait : TextureRect = %Portrait
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@onready var cover : Control = %Cover
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var pawn : PawnBaseData
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var pawn_idx : int
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var _players : int = 0
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var num_players : int :
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get:
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return _players
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set(value):
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_players = value
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if cover != null:
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cover.visible = (_players == 0)
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func _ready() -> void:
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pass
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func setup(data : PawnBaseData, idx : int) -> void:
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pawn = data
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pawn_idx = idx
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if portrait != null:
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portrait.texture = data.portrait
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