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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@@ -2,7 +2,7 @@ class_name PawnSelector extends TextureRect
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@onready var anim_player : AnimationPlayer = $AnimationPlayer
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@export var player_id : int
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@export var selection : int = 0
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@export var selection : Vector2i = Vector2.ZERO
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@export var selected : bool
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func setup(id : int, color : Color) -> void:
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