Rename callback functions to use on_xyz naming

main
copygirl 3 weeks ago
parent b0fdfe0e41
commit 30cb5069d1
  1. 45
      copyMultiplayer.gd

@ -38,7 +38,7 @@ func _ready() -> void:
# FIXME: Hardcoded way to get the main model controller.
main_controller = $"/root/SnekStudio_Main/ModelController"
main_controller.child_entered_tree.connect(model_changed)
main_controller.child_entered_tree.connect(on_model_controller_child_added)
setup_setting_widget("cache" , "Cache/LineEdit")
setup_setting_widget("nickname", "Name/LineEdit" )
@ -46,11 +46,11 @@ func _ready() -> void:
setup_setting_widget("port" , "Host/Port" )
setup_button_connections()
multiplayer.peer_connected .connect(peer_connected)
multiplayer.peer_disconnected .connect(peer_disconnected)
multiplayer.connected_to_server.connect(connected_to_server)
multiplayer.connection_failed .connect(connection_failed)
multiplayer.server_disconnected.connect(server_disconnected)
multiplayer.peer_connected .connect(on_peer_connected)
multiplayer.peer_disconnected .connect(on_peer_disconnected)
multiplayer.connected_to_server.connect(on_connected_to_server)
multiplayer.connection_failed .connect(on_connection_failed)
multiplayer.server_disconnected.connect(on_server_disconnected)
func _exit_tree() -> void:
multiplayer.multiplayer_peer.close()
@ -65,19 +65,19 @@ func setup_setting_widget(setting_name: String, path: NodePath) -> void:
_settings_properties.append({ name = setting_name, args = { } })
_settings_widgets_by_setting_name[setting_name] = widget
if widget is LineEdit:
widget.text_changed.connect(func(text): modify_setting(setting_name, text))
if widget is SpinBox:
widget.value_changed.connect(func(number): modify_setting(setting_name, roundi(number)))
if widget is LineEdit: widget.text_changed.connect(
func(text): modify_setting(setting_name, text))
if widget is SpinBox: widget.value_changed.connect(
func(number): modify_setting(setting_name, roundi(number)))
func setup_button_connections() -> void:
var window = get_settings_window()
window.get_node("Buttons/Join").pressed.connect(join_pressed)
window.get_node("Buttons/Host").pressed.connect(host_pressed)
window.get_node("Buttons/Disconnect").pressed.connect(disconnect_pressed)
window.get_node("Buttons/Join").pressed.connect(on_join_pressed)
window.get_node("Buttons/Host").pressed.connect(on_host_pressed)
window.get_node("Buttons/Disconnect").pressed.connect(on_disconnect_pressed)
func join_pressed() -> void:
func on_join_pressed() -> void:
var address_widget: LineEdit = get_settings_window().get_node("Host/Address")
var default_address: String = address_widget.placeholder_text
var actual_address := default_address if address.is_empty() else address
@ -91,7 +91,7 @@ func join_pressed() -> void:
else:
print_log("Unable to connect!")
func host_pressed() -> void:
func on_host_pressed() -> void:
var peer := ENetMultiplayerPeer.new()
if peer.create_server(port) == OK:
multiplayer.multiplayer_peer = peer
@ -101,7 +101,7 @@ func host_pressed() -> void:
else:
print_log("Unable to open server!")
func disconnect_pressed() -> void:
func on_disconnect_pressed() -> void:
assert(multiplayer.multiplayer_peer)
if multiplayer.is_server():
set_status("")
@ -111,7 +111,7 @@ func disconnect_pressed() -> void:
multiplayer.multiplayer_peer.close()
func peer_connected(id: int) -> void:
func on_peer_connected(id: int) -> void:
update_status()
print_log(["Player ", id, " connected"])
@ -128,7 +128,7 @@ func peer_connected(id: int) -> void:
var filename = main_controller._last_loaded_vrm.get_file()
if filename.is_valid_filename(): change_model.rpc_id(id, filename)
func peer_disconnected(id: int) -> void:
func on_peer_disconnected(id: int) -> void:
update_status()
print_log(["Player ", id, " disconnected"])
@ -139,15 +139,15 @@ func peer_disconnected(id: int) -> void:
player_order.remove_at(player_order.find(id))
update_model_transforms()
func connected_to_server() -> void:
func on_connected_to_server() -> void:
print_log("Connected to server")
func connection_failed() -> void:
func on_connection_failed() -> void:
set_status("")
print_log("Connection failed!")
update_enabled_state(false)
func server_disconnected() -> void:
func on_server_disconnected() -> void:
set_status("")
print_log("Disconnected from server")
update_enabled_state(false)
@ -199,8 +199,7 @@ func clear_player_models() -> void:
func _process(_delta: float) -> void:
SyncController.send_model_animation(self)
# Called when a node is added to the main ModelController.
func model_changed(child: Node) -> void:
func on_model_controller_child_added(child: Node) -> void:
if child.name != "Model": return
# Wait for one frame, then "_last_loaded_vrm" is updated.
await get_tree().process_frame

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