Chat now uses player names; random player names for testing
parent
dedcc92787
commit
e8b9acb761
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@ -25,7 +25,7 @@ extends CharacterBody3D
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@onready var climb_check_y = climb_check.position.y
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@onready var ground_check_y = ground_check.position.y
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class player_info:
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class PlayerInfo:
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var name: String
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var team: int
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var color: Color
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@ -34,10 +34,9 @@ class player_info:
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self.name = name
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self.team = team
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self.color = color
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var input_active = false
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@remotesync var info = player_info.new("unfa", 0, Color("#CE0000"))
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@remotesync var player_info: PlayerInfo
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var base_fov = 90
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var view_zoom := 1.0 :
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set(zoom):
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@ -84,6 +83,13 @@ var gravity_vec := Vector3.ZERO
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func _ready() -> void:
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#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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view_zoom = 1.0
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# generate random names for testing
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var player_name = ""
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for i in range(0, 4):
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player_name += ['a','b','c'][randi() % 2]
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player_info = PlayerInfo.new(player_name, 0, Color("#CE0000"))
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rpc_config(&"move_and_slide", MultiplayerAPI.RPC_MODE_PUPPETSYNC)
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rpc_config(&"aim", MultiplayerAPI.RPC_MODE_PUPPETSYNC)
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@ -54,7 +54,8 @@ func _unhandled_input(_event) -> void:
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# doesn't work over network due to missing RPC implementation in Godot 4
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@remotesync func chat_message(sender_id: int, recipient_team, message: String) -> void:
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chat_history.text += '\n' + str(sender_id) + " | " + message
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var sender_name = main.get_node("Players").get_node(str(sender_id)).player_info.name
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chat_history.text += '\n' + str(sender_name) + " | " + message
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func _on_LineEdit_text_entered(new_text):
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# RPC is currently not implemented in the engine
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