feat: Add core player entity with network-synced properties, character selection, and manager integration.

This commit is contained in:
Yogi Wiguna
2026-02-25 12:24:12 +08:00
parent 4990ce3c89
commit 51df6ed4fc
2 changed files with 24 additions and 9 deletions
+19 -9
View File
@@ -30,21 +30,31 @@ func initialize(p_camera: Camera3D, _p_shake_manager: Node):
func set_player(p_player: Node3D):
player = p_player
unique_id = p_player.name.to_int()
# Try to get movement manager (might be initializing)
var movement_mgr = player.get("movement_manager")
if not movement_mgr and player.get("movement_manager") == null:
# Try direct access if script variable
# Try to get movement manager (might be initializing child)
var movement_mgr = player.get("movement_manager")
if not movement_mgr and "movement_manager" in player:
movement_mgr = player.movement_manager
if movement_mgr:
var has_snap_signal = player.has_signal("position_changed")
if movement_mgr and has_snap_signal:
# 1. Follow during movement
if not movement_mgr.movement_finished.is_connected(_on_player_moved):
movement_mgr.movement_finished.connect(_on_player_moved)
# 2. Snap on spawn/teleport
if not player.position_changed.is_connected(_on_player_moved):
player.position_changed.connect(_on_player_moved)
print("[CameraContextManager] Successfully connected to all player signals")
else:
print("[CameraContextManager] Warning: movement_manager not found on player. Retrying in 0.5s...")
print("[CameraContextManager] Warning: movement_manager or signal missing. Retrying in 0.5s...")
await get_tree().create_timer(0.5).timeout
if player == p_player: # Ensure player hasn't changed
set_player(p_player) # Retry
if player == p_player:
set_player(p_player)
return # Exit current (failed) initialization
_update_camera_target()
func _on_player_moved():