✨ Usable multiplayer
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								Scripts/Logic/PlayerInput.cs
									
									
									
									
									
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										33
									
								
								Scripts/Logic/PlayerInput.cs
									
									
									
									
									
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using Godot;
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namespace CodingLand.Scripts.Logic;
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public partial class PlayerInput : MultiplayerSynchronizer
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{
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    [Export] public bool IsDashing;
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    [Export] public Vector2 MovementDirection;
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    public override void _Ready()
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    {
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        if (GetMultiplayerAuthority() != Multiplayer.GetUniqueId())
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        {
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            SetProcess(false);
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            SetPhysicsProcess(false);
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        }
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    }
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    [Rpc(CallLocal = true)]
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    private void Dash()
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    {
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        IsDashing = true;
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    }
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    public override void _Process(double delta)
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    {
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        MovementDirection = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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        if (Input.IsActionJustPressed("move_dash"))
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            Rpc(nameof(Dash));
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    }
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}
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										68
									
								
								Scripts/Logic/World.cs
									
									
									
									
									
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										68
									
								
								Scripts/Logic/World.cs
									
									
									
									
									
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using System.Numerics;
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using Godot;
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using Vector2 = Godot.Vector2;
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namespace CodingLand.Scripts.Logic;
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public partial class World : Node2D
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{
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    [Export] public PackedScene PlayerScene;
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    public void StartGame()
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    {
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        if (!Multiplayer.IsServer())
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            return;
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        // Handling player connect / disconnect after this client connected
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        Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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        Multiplayer.PeerConnected += AddPlayer_Adaptor;
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        // Handling player connected before this client
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        foreach (var id in Multiplayer.GetPeers())
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            AddPlayer(id);
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        // Add this client as a player if client isn't a dedicated server
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        if (!OS.HasFeature("dedicated_server"))
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            AddPlayer(1);
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    }
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    public override void _ExitTree()
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    {
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        if (!Multiplayer.IsServer())
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            return;
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        Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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        Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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    }
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    private string BuildPlayerName(int id)
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    {
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        return $"Player#{id}";
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    }
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    private void AddPlayer_Adaptor(long id)
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        => AddPlayer((int)id);
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    private void RemovePlayer_Adaptor(long id)
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        => RemovePlayer((int)id);
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    private void AddPlayer(int id)
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    {
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        var player = PlayerScene.Instantiate<Player>();
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        player.SetPlayerId(id);
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        var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
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        player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
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        player.Name = BuildPlayerName(id);
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        AddChild(player, true);
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    }
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    private void RemovePlayer(int id)
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    {
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        var name = BuildPlayerName(id);
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        if (!HasNode(name))
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            return;
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        GetNode(name).QueueFree();
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    }
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}
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