Renamed a bunch of player stuff to pawn stuff and implemented extensive work on getting single-address 'netplay' code working. Not sure if I've created issues with single player but in theory it should all transfer across as if the player is simply always the host.
This commit is contained in:
22
scripts/net_test.gd
Normal file
22
scripts/net_test.gd
Normal file
@@ -0,0 +1,22 @@
|
||||
extends MultiplayerSpawner
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
if Game.net_test:
|
||||
await get_tree().create_timer(0.25).timeout
|
||||
Multiplayer.join_game("123")
|
||||
|
||||
else:
|
||||
Multiplayer.handle = "456"
|
||||
Multiplayer.become_host()
|
||||
await get_tree().create_timer(2).timeout
|
||||
var pids = Multiplayer.players.values()
|
||||
if Multiplayer.is_host():
|
||||
var ps : Dictionary[int, PawnBaseData] = {
|
||||
pids[0] : load("res://data/pawns/van_reily.tres"),
|
||||
pids[1] : load("res://data/pawns/lou_riche.tres")
|
||||
}
|
||||
Game.start_level(ps)
|
||||
|
||||
func _on_level_spawned(_node: Node) -> void:
|
||||
Game.level_spawned.rpc_id(1, Multiplayer.id)
|
||||
Reference in New Issue
Block a user