Esempio n. 1
0
    public void PlayerConnected(int Id)
    {
        Log($"New player {Id} connected");

        if (Id == ServerId)
        {
            RpcId(ServerId, nameof(RegisterNickname), Nickname);
        }

        if (Multiplayer.IsNetworkServer())
        {
            foreach (int AlivePlayer in Alive)
            {
                if (AlivePlayer == Id)
                {
                    continue;
                }

                var    Plr      = (ThirdPersonPlayer)RuntimeRoot.GetNode(AlivePlayer.ToString());
                string Nickname = Nicknames[AlivePlayer];
                RpcId(Id, nameof(NetSpawn), AlivePlayer, Nickname, Plr.GlobalTransform.origin, Plr.Rotation);
                Plr.RpcId(Id, nameof(ThirdPersonPlayer.NetSetSpectateWeapon), Plr.Holder.CurrentWeapon.Kind);
            }
        }
    }
Esempio n. 2
0
    public override void _Process(float Delta)
    {
        if (Multiplayer.IsNetworkServer())
        {
            CurrentDripTime -= Delta;
            if (CurrentDripTime <= 0)
            {
                CurrentDripTime = (float)(Game.Rng.NextDouble() * (MaxDripTime - MinDripTime) + MinDripTime);
                Sfx.PlaySfxSpatially(SfxCatagory.DRIP, DripChooser.Choose(), GlobalTransform.origin, 0);
            }
        }

        base._Process(Delta);
    }
Esempio n. 3
0
    public void PlayerDisconnected(int Id)
    {
        if (Multiplayer.IsNetworkServer() && Nicknames.GetOrNull(Id) is String Identifier)
        {
            Log($"Registered player {Identifier} disconnected");
        }
        else
        {
            Log($"Unregistered player {Id} disconnected");
        }

        Alive.Remove(Id);
        Nicknames.Remove(Id);

        Node ThirdPerson = RuntimeRoot.GetNodeOrNull(Id.ToString());

        if (ThirdPerson != null)
        {
            ThirdPerson.QueueFree();
        }
    }
Esempio n. 4
0
    public void NetDie(int Killer)
    {
        Game.Alive.Remove(Id);

        if (Game.Self.Spectating == this)
        {
            if (Game.Alive.Count > 0)
            {
                Game.SpectateNextPlayer();
            }
            else
            {
                Game.Self.Spectating = null;
            }
        }

        if (Multiplayer.IsNetworkServer())
        {
            string Message = "";
            if (Killer == -1)
            {
                Message = $"{Game.Nicknames[Id]} fell to their death";
            }
            else if (Killer == Game.ServerId)
            {
                Message = $"{Game.Nicknames[Id]} was killed by the server";
            }
            else
            {
                Message = $"{Game.Nicknames[Killer]} ended the life of {Game.Nicknames[Id]}";
            }

            Game.Self.Rpc(nameof(Game.NetNotifyKillfeed), Message);
        }

        QueueFree();
    }