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81 lines
2.1 KiB
81 lines
2.1 KiB
public partial class MultiplayerManager : Node |
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{ |
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[Export] public Player LocalPlayer { get; set; } |
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[Export] public Node3D Players { get; set; } |
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[Export] public PackedScene PlayerScene { get; set; } |
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public event Action<Player> PlayerJoined; |
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public event Action<Player> PlayerLeft; |
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public override void _Ready() |
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{ |
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Multiplayer.ConnectedToServer += OnMultiplayerReady; |
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Multiplayer.ServerDisconnected += OnMultiplayerDisconnected; |
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Multiplayer.PeerConnected += OnPeerConnected; |
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Multiplayer.PeerDisconnected += OnPeerDisconnected; |
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} |
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public void Connect(string address, ushort port) |
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{ |
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var peer = new ENetMultiplayerPeer(); |
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peer.CreateClient(address, port); |
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Multiplayer.MultiplayerPeer = peer; |
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} |
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public bool CreateServer(ushort port) |
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{ |
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var peer = new ENetMultiplayerPeer(); |
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if (peer.CreateServer(port) == Error.Ok) { |
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Multiplayer.MultiplayerPeer = peer; |
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OnMultiplayerReady(); |
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return true; |
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} else |
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return false; |
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} |
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public void Disconnect() |
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=> OnMultiplayerDisconnected(); |
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void OnMultiplayerReady() |
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{ |
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var localId = Multiplayer.GetUniqueId(); |
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LocalPlayer.Name = localId.ToString(); |
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LocalPlayer.SetMultiplayerAuthority(localId); |
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if (!Multiplayer.IsServer()) |
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// Spawn players for all the other peers. This excludes the server, |
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// since `OnPeerConnected` will already be called for it on connecting. |
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foreach (var peerId in Multiplayer.GetPeers()) |
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if (peerId != 1) OnPeerConnected(peerId); |
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} |
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void OnMultiplayerDisconnected() |
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{ |
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LocalPlayer.Name = "Local"; |
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foreach (var player in Players.GetChildren().Cast<Player>()) |
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OnPeerDisconnected(player.PeerId); |
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Multiplayer.MultiplayerPeer.Close(); |
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Multiplayer.MultiplayerPeer = null; |
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} |
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void OnPeerConnected(long peerId) |
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{ |
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var player = PlayerScene.Instantiate<Player>(); |
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player.SetMultiplayerAuthority((int)peerId); |
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player.Name = peerId.ToString(); |
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player.IsLocal = false; |
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player.PeerId = (int)peerId; |
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Players.AddChild(player); |
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PlayerJoined?.Invoke(player); |
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} |
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void OnPeerDisconnected(long peerId) |
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{ |
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var player = Players.GetNode<Player>(peerId.ToString()); |
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PlayerLeft?.Invoke(player); |
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player.QueueFree(); |
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} |
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}
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