✨ Player died & Round & Respawn
This commit is contained in:
		@@ -1,11 +1,21 @@
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[gd_scene load_steps=6 format=3 uid="uid://bjhmjrldq4lkt"]
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					[gd_scene load_steps=9 format=3 uid="uid://bjhmjrldq4lkt"]
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[ext_resource type="PackedScene" uid="uid://b3gx0bl43lku3" path="res://Scenes/Player.tscn" id="1_vby0g"]
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					[ext_resource type="PackedScene" uid="uid://b3gx0bl43lku3" path="res://Scenes/Player.tscn" id="1_vby0g"]
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[ext_resource type="PackedScene" uid="uid://bvll23f5ibd4v" path="res://Scenes/UI/LaunchScreen.tscn" id="2_7o53i"]
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					[ext_resource type="PackedScene" uid="uid://bvll23f5ibd4v" path="res://Scenes/UI/LaunchScreen.tscn" id="2_7o53i"]
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[ext_resource type="Script" path="res://Scripts/Launcher.cs" id="2_u5cms"]
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					[ext_resource type="Script" path="res://Scripts/Launcher.cs" id="2_u5cms"]
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					[ext_resource type="Script" path="res://Scripts/Logic/Scoreboard.cs" id="3_as2wg"]
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[ext_resource type="Script" path="res://Scripts/Logic/World.cs" id="3_xwguj"]
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					[ext_resource type="Script" path="res://Scripts/Logic/World.cs" id="3_xwguj"]
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					[ext_resource type="PackedScene" uid="uid://bb704b0kpwwkr" path="res://Scenes/UI/PlayerDiedScreen.tscn" id="5_pimes"]
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[ext_resource type="PackedScene" uid="uid://c7w5sgq0bshk0" path="res://Scenes/UI/HUD.tscn" id="5_qvun1"]
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					[ext_resource type="PackedScene" uid="uid://c7w5sgq0bshk0" path="res://Scenes/UI/HUD.tscn" id="5_qvun1"]
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					[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_gyspy"]
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					properties/0/path = NodePath(".:RoundProgress")
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					properties/0/spawn = true
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					properties/0/replication_mode = 1
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					properties/1/path = NodePath(".:RoundTimeLeft")
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					properties/1/spawn = true
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					properties/1/replication_mode = 1
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[node name="Node" type="Node"]
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					[node name="Node" type="Node"]
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[node name="LaunchScreen" parent="." node_paths=PackedStringArray("Launcher") instance=ExtResource("2_7o53i")]
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					[node name="LaunchScreen" parent="." node_paths=PackedStringArray("Launcher") instance=ExtResource("2_7o53i")]
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@@ -16,14 +26,26 @@ script = ExtResource("2_u5cms")
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World = NodePath("../World")
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					World = NodePath("../World")
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Overlay = NodePath("../OverlayLayer")
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					Overlay = NodePath("../OverlayLayer")
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					[node name="ScoreboardNode" type="Node" parent="."]
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					script = ExtResource("3_as2wg")
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[node name="OverlayLayer" type="CanvasLayer" parent="."]
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					[node name="OverlayLayer" type="CanvasLayer" parent="."]
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[node name="Hud" parent="OverlayLayer" node_paths=PackedStringArray("World") instance=ExtResource("5_qvun1")]
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					[node name="Hud" parent="OverlayLayer" node_paths=PackedStringArray("World") instance=ExtResource("5_qvun1")]
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World = NodePath("../../World")
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					World = NodePath("../../World")
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[node name="World" type="Node2D" parent="."]
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					[node name="PlayerDiedScreen" parent="OverlayLayer" instance=ExtResource("5_pimes")]
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					visible = false
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					[node name="World" type="Node2D" parent="." node_paths=PackedStringArray("Scoreboard")]
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script = ExtResource("3_xwguj")
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					script = ExtResource("3_xwguj")
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					Scoreboard = NodePath("../ScoreboardNode")
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PlayerScene = ExtResource("1_vby0g")
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					PlayerScene = ExtResource("1_vby0g")
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					RoundDuration = 10.0
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					[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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					root_path = NodePath("../World")
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					replication_config = SubResource("SceneReplicationConfig_gyspy")
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[node name="PlayerSpawner" type="MultiplayerSpawner" parent="."]
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					[node name="PlayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://Scenes/Player.tscn")
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					_spawnable_scenes = PackedStringArray("res://Scenes/Player.tscn")
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@@ -1,13 +1,7 @@
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[gd_scene load_steps=4 format=3 uid="uid://c7w5sgq0bshk0"]
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					[gd_scene load_steps=2 format=3 uid="uid://c7w5sgq0bshk0"]
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[ext_resource type="Script" path="res://Scripts/UI/HUD.cs" id="1_2iqqk"]
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					[ext_resource type="Script" path="res://Scripts/UI/HUD.cs" id="1_2iqqk"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_bl2bd"]
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bg_color = Color(0.243137, 0.243137, 0.243137, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_it2a4"]
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bg_color = Color(0.545098, 0.545098, 0.545098, 1)
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[node name="Hud" type="Control"]
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					[node name="Hud" type="Control"]
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layout_mode = 3
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					layout_mode = 3
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anchors_preset = 15
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					anchors_preset = 15
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@@ -83,17 +77,37 @@ show_percentage = false
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[node name="BottomBox" type="VBoxContainer" parent="."]
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					[node name="BottomBox" type="VBoxContainer" parent="."]
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layout_mode = 0
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					layout_mode = 0
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offset_top = 608.0
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					offset_left = 16.0
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offset_right = 1152.0
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					offset_top = 592.0
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offset_bottom = 648.0
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					offset_right = 1136.0
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					offset_bottom = 632.0
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alignment = 2
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					alignment = 2
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[node name="ProgressBar" type="ProgressBar" parent="BottomBox"]
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					[node name="HBox" type="HBoxContainer" parent="BottomBox"]
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custom_minimum_size = Vector2(2.08165e-12, 4)
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					layout_mode = 2
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					[node name="PositionLabel" type="Label" parent="BottomBox/HBox"]
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					layout_mode = 2
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					size_flags_horizontal = 3
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					text = "(0, 0)"
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					[node name="RoundLabel" type="Label" parent="BottomBox/HBox"]
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					layout_mode = 2
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					size_flags_horizontal = 3
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					text = "Round 1"
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					horizontal_alignment = 1
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					[node name="RoundSecondLabel" type="Label" parent="BottomBox/HBox"]
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					layout_mode = 2
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					size_flags_horizontal = 3
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					text = "60.00"
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					horizontal_alignment = 2
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					[node name="ProgressBar" type="ProgressBar" parent="BottomBox"]
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					custom_minimum_size = Vector2(2.08165e-12, 8)
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layout_mode = 2
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					layout_mode = 2
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theme_override_styles/background = SubResource("StyleBoxFlat_bl2bd")
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theme_override_styles/fill = SubResource("StyleBoxFlat_it2a4")
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value = 50.0
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					value = 50.0
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					rounded = true
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allow_greater = true
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					allow_greater = true
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allow_lesser = true
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					allow_lesser = true
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show_percentage = false
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					show_percentage = false
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			|||||||
							
								
								
									
										28
									
								
								Scenes/UI/PlayerDiedScreen.tscn
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										28
									
								
								Scenes/UI/PlayerDiedScreen.tscn
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,28 @@
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					[gd_scene format=3 uid="uid://bb704b0kpwwkr"]
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					[node name="PlayerDiedScreen" type="Control"]
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					layout_mode = 3
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					anchors_preset = 15
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					anchor_right = 1.0
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					anchor_bottom = 1.0
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					grow_horizontal = 2
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					grow_vertical = 2
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					[node name="CenterContainer" type="CenterContainer" parent="."]
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					layout_mode = 0
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					offset_right = 1152.0
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					offset_bottom = 648.0
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					[node name="VBoxContainer" type="VBoxContainer" parent="CenterContainer"]
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					layout_mode = 2
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					[node name="Title" type="Label" parent="CenterContainer/VBoxContainer"]
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					layout_mode = 2
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					theme_override_font_sizes/font_size = 28
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					text = "You died"
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					horizontal_alignment = 1
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					[node name="Caption" type="Label" parent="CenterContainer/VBoxContainer"]
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					layout_mode = 2
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					text = "Respawn in Next Round"
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					horizontal_alignment = 1
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@@ -20,7 +20,7 @@ public partial class Bullet : Area2D
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			if (body is Player player)
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								if (body is Player player)
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			{
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								{
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				if (player.PlayerId == PlayerId) return;
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									if (player.PlayerId == PlayerId) return;
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				player.TakeDamage(Damage);
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									player.TakeDamage(Damage, PlayerId);
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			}
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								}
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			if (body is Brick brick)
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								if (body is Brick brick)
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										32
									
								
								Scripts/Logic/Scoreboard.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										32
									
								
								Scripts/Logic/Scoreboard.cs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,32 @@
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					using System;
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					using System.Collections.Generic;
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					using Godot;
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					namespace AceField.Scripts.Logic;
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					public record PlayerData(string Name, int Score = 0)
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					{
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						public string Name { get; set; } = Name;
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						public int Score { get; set; } = Score;
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					};
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					public partial class Scoreboard : Node
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					{
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						public Dictionary<int, PlayerData> Players = new();
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						public void AddPlayer(int networkId, string playerName = null)
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						{
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							Players[networkId] = new PlayerData(playerName ?? $"Player#{networkId}");
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						}
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						public void RemovePlayer(int networkId)
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						{
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							Players.Remove(networkId);
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						}
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						public void AddScore(int networkId, int amount = 1)
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						{
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							if (Players[networkId]?.Score == null) return;
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							Players[networkId]!.Score += amount;
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						}
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					}
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@@ -4,86 +4,135 @@ namespace AceField.Scripts.Logic;
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public partial class World : Node2D
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					public partial class World : Node2D
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{
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					{
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    [Export] public PackedScene PlayerScene;
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						[Export] public Scoreboard Scoreboard;
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						[Export] public PackedScene PlayerScene;
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    public void StartGame(string currentPlayerName = null)
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						[Export] public int RoundCount = 1;
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    {
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						[Export] public double RoundDuration = 60;
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        if (!Multiplayer.IsServer())
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						[Export] public double RoundProgress;
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            return;
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						[Export] public double RoundTimeLeft;
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        // Handling player connect / disconnect after this client connected
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						private Timer _roundTimer;
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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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						public void StartGame(string currentPlayerName = null)
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        foreach (var id in Multiplayer.GetPeers())
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						{
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            AddPlayer(id);
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							if (!Multiplayer.IsServer())
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								return;
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        // Add this client as a player if client isn't a dedicated server
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							_roundTimer = new Timer();
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        if (!OS.HasFeature("dedicated_server"))
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							_roundTimer.WaitTime = RoundDuration;
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            AddPlayer(1, currentPlayerName);
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							_roundTimer.Autostart = true;
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    }
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							_roundTimer.Timeout += NewRound;
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							_roundTimer.OneShot = true;
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							AddChild(_roundTimer);
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							_roundTimer.Start();
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    public override void _ExitTree()
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							// Handling player connect / disconnect after this client connected
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    {
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							Multiplayer.PeerDisconnected += RemovePlayer_Adaptor;
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        if (!Multiplayer.IsServer())
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							Multiplayer.PeerConnected += AddPlayer_Adaptor;
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            return;
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        Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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							// Handling player connected before this client
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        Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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							foreach (var id in Multiplayer.GetPeers())
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    }
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								Scoreboard.AddPlayer(id);
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    private static string BuildPlayerName(int id)
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							// Add this client as a player if client isn't a dedicated server
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        => $"Player@{id}";
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							if (!OS.HasFeature("dedicated_server"))
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								Scoreboard.AddPlayer(1, currentPlayerName);
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    private void AddPlayer_Adaptor(long id)
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							// Add players into the game
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        => AddPlayer((int)id);
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							PutPlayers(currentPlayerName);
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						}
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    private void RemovePlayer_Adaptor(long id)
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						public override void _ExitTree()
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        => RemovePlayer((int)id);
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						{
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							if (!Multiplayer.IsServer())
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								return;
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    private void AddPlayer(int id, string name = null)
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							Multiplayer.PeerDisconnected -= RemovePlayer_Adaptor;
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    {
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							Multiplayer.PeerConnected -= AddPlayer_Adaptor;
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			||||||
        var player = PlayerScene.Instantiate<Player>();
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						}
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			||||||
        player.PlayerId = 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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					 | 
				
			||||||
        player.PlayerName = name;
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					 | 
				
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			||||||
        AddChild(player, true);
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						public override void _Process(double delta)
 | 
				
			||||||
    }
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						{
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							if (Multiplayer.IsServer())
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							{
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			||||||
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								RoundProgress = _roundTimer.TimeLeft / _roundTimer.WaitTime;
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			||||||
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								RoundTimeLeft = _roundTimer.TimeLeft;
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			||||||
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							}
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			||||||
 | 
						}
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			||||||
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			||||||
    private void RemovePlayer(int id)
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						private static string BuildPlayerName(int id)
 | 
				
			||||||
    {
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							=> $"Player@{id}";
 | 
				
			||||||
        var name = BuildPlayerName(id);
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					 | 
				
			||||||
        if (!HasNode(name))
 | 
					 | 
				
			||||||
            return;
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
        GetNode(name).QueueFree();
 | 
						private void AddPlayer_Adaptor(long id)
 | 
				
			||||||
    }
 | 
							=> Scoreboard.AddPlayer((int)id);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    public Player GetCurrentPlayer()
 | 
						private void RemovePlayer_Adaptor(long id)
 | 
				
			||||||
    {
 | 
							=> Scoreboard.RemovePlayer((int)id);
 | 
				
			||||||
        foreach(var child in GetChildren())
 | 
					 | 
				
			||||||
        {
 | 
					 | 
				
			||||||
            if (child is Player { IsCurrentPlayer: true } player)
 | 
					 | 
				
			||||||
            {
 | 
					 | 
				
			||||||
                return player;
 | 
					 | 
				
			||||||
            }
 | 
					 | 
				
			||||||
        }
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
        return null;
 | 
						private void SpawnPlayer(int id, string name = null)
 | 
				
			||||||
    }
 | 
						{
 | 
				
			||||||
    
 | 
							var player = PlayerScene.Instantiate<Player>();
 | 
				
			||||||
    public T GetTileByPosition<T>(Vector2 position) where T : Node2D
 | 
							player.PlayerId = id;
 | 
				
			||||||
    {
 | 
							var position = Vector2.FromAngle(GD.Randf() * 2 * Mathf.Pi);
 | 
				
			||||||
        foreach (var item in GetChildren())
 | 
							player.Position = new Vector2(position.X * 5f * GD.Randf(), position.Y * 5f * GD.Randf());
 | 
				
			||||||
        {
 | 
							player.Name = BuildPlayerName(id);
 | 
				
			||||||
            if (item is T tile && tile.Position == position)
 | 
							player.PlayerName = name;
 | 
				
			||||||
                return tile;
 | 
							player.PlayerDied += (killerId) =>
 | 
				
			||||||
        }
 | 
							{
 | 
				
			||||||
 | 
								if (killerId == 0) return;
 | 
				
			||||||
 | 
								Scoreboard.AddScore(killerId);
 | 
				
			||||||
 | 
							};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        return null;
 | 
							AddChild(player, true);
 | 
				
			||||||
    }
 | 
						}
 | 
				
			||||||
}
 | 
					
 | 
				
			||||||
 | 
						private void PutPlayers(string currentPlayerName = null)
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							// Spawn clients
 | 
				
			||||||
 | 
							foreach (var id in Multiplayer.GetPeers())
 | 
				
			||||||
 | 
								SpawnPlayer(id, Scoreboard.Players[id]?.Name);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							// Spawn host
 | 
				
			||||||
 | 
							if (!OS.HasFeature("dedicated_server"))
 | 
				
			||||||
 | 
								SpawnPlayer(1, currentPlayerName ?? Scoreboard.Players[1]?.Name);
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						private void NewRound()
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							RoundCount++;
 | 
				
			||||||
 | 
							foreach (var child in GetChildren())
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								if (child is not Timer)
 | 
				
			||||||
 | 
									child.QueueFree();
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							PutPlayers();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							_roundTimer.Start();
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						public Player GetCurrentPlayer()
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							foreach (var child in GetChildren())
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								if (child is Player { IsCurrentPlayer: true } player)
 | 
				
			||||||
 | 
								{
 | 
				
			||||||
 | 
									return player;
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							return null;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						public T GetTileByPosition<T>(Vector2 position) where T : Node2D
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							foreach (var item in GetChildren())
 | 
				
			||||||
 | 
							{
 | 
				
			||||||
 | 
								if (item is T tile && tile.Position == position)
 | 
				
			||||||
 | 
									return tile;
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							return null;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -45,6 +45,9 @@ public partial class Player : CharacterBody2D
 | 
				
			|||||||
		}
 | 
							}
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						[Signal]
 | 
				
			||||||
 | 
						public delegate void PlayerDiedEventHandler(int killerId);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
 | 
						public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	public bool IsReloading
 | 
						public bool IsReloading
 | 
				
			||||||
@@ -71,6 +74,9 @@ public partial class Player : CharacterBody2D
 | 
				
			|||||||
			AmmoAmount = MaxAmmoAmount;
 | 
								AmmoAmount = MaxAmmoAmount;
 | 
				
			||||||
			PlayerInput.IsReloading = false;
 | 
								PlayerInput.IsReloading = false;
 | 
				
			||||||
		};
 | 
							};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							GetParent<World>().GetParent().GetNode<Control>("OverlayLayer/Hud").Show();
 | 
				
			||||||
 | 
							GetParent<World>().GetParent().GetNode<Control>("OverlayLayer/PlayerDiedScreen").Hide();
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	public override void _Process(double delta)
 | 
						public override void _Process(double delta)
 | 
				
			||||||
@@ -157,9 +163,9 @@ public partial class Player : CharacterBody2D
 | 
				
			|||||||
		MoveAndSlide();
 | 
							MoveAndSlide();
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	public void TakeDamage(double damage)
 | 
						public void TakeDamage(double damage, int attackerId = 0)
 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
		Rpc(nameof(GotDamage), damage);
 | 
							Rpc(nameof(GotDamage), damage, attackerId);
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	private void Shoot(string name)
 | 
						private void Shoot(string name)
 | 
				
			||||||
@@ -189,7 +195,7 @@ public partial class Player : CharacterBody2D
 | 
				
			|||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
						[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
				
			||||||
	private void GotDamage(double damage)
 | 
						private void GotDamage(double damage, int attackerId)
 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
		var protection = GetNode<Timer>("ProtectionCountdown");
 | 
							var protection = GetNode<Timer>("ProtectionCountdown");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -206,5 +212,18 @@ public partial class Player : CharacterBody2D
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
		var shakableCamera = GetNode<CameraShake>("Camera2D");
 | 
							var shakableCamera = GetNode<CameraShake>("Camera2D");
 | 
				
			||||||
		shakableCamera.AddTrauma(0.5f);
 | 
							shakableCamera.AddTrauma(0.5f);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							if (!(Health <= 0)) return;
 | 
				
			||||||
 | 
							Rpc(nameof(Die), attackerId);
 | 
				
			||||||
 | 
							if (!IsCurrentPlayer) return;
 | 
				
			||||||
 | 
							GetParent<World>().GetParent().GetNode<Control>("OverlayLayer/Hud").Hide();
 | 
				
			||||||
 | 
							GetParent<World>().GetParent().GetNode<Control>("OverlayLayer/PlayerDiedScreen").Show();
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
 | 
				
			||||||
 | 
						private void Die(int killerId = 0)
 | 
				
			||||||
 | 
						{
 | 
				
			||||||
 | 
							EmitSignal(SignalName.PlayerDied, killerId);
 | 
				
			||||||
 | 
							QueueFree();
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -18,6 +18,14 @@ public partial class HUD : Control
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	public override void _Process(double delta)
 | 
						public override void _Process(double delta)
 | 
				
			||||||
	{
 | 
						{
 | 
				
			||||||
 | 
							var roundBar = GetNode<ProgressBar>("BottomBox/ProgressBar");
 | 
				
			||||||
 | 
							roundBar.Value = World.RoundProgress * 100;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							var roundLabel = GetNode<Label>("BottomBox/HBox/RoundLabel");
 | 
				
			||||||
 | 
							var roundSecLabel = GetNode<Label>("BottomBox/HBox/RoundSecondLabel");
 | 
				
			||||||
 | 
							roundLabel.Text = $"Round {World.RoundCount}";
 | 
				
			||||||
 | 
							roundSecLabel.Text = World.RoundTimeLeft.ToString("F2");
 | 
				
			||||||
 | 
							
 | 
				
			||||||
		var player = World.GetCurrentPlayer();
 | 
							var player = World.GetCurrentPlayer();
 | 
				
			||||||
		if (player == null) return;
 | 
							if (player == null) return;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -37,5 +45,8 @@ public partial class HUD : Control
 | 
				
			|||||||
		ammoLabel.Text = player.IsReloading
 | 
							ammoLabel.Text = player.IsReloading
 | 
				
			||||||
			? $"Reloading... {player.TimeRemainingOfReload:F2}"
 | 
								? $"Reloading... {player.TimeRemainingOfReload:F2}"
 | 
				
			||||||
			: $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
 | 
								: $"Ammo {player.AmmoAmount}/{player.MaxAmmoAmount}";
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
							var positionLabel = GetNode<Label>("BottomBox/HBox/PositionLabel");
 | 
				
			||||||
 | 
							positionLabel.Text = $"({player.Position.X:F2}, {player.Position.Y:F2})";
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user