feat: edit some login indicator

This commit is contained in:
2026-04-03 05:11:49 +08:00
parent e1a3ef8e85
commit 733b1da8e0
5 changed files with 121 additions and 39 deletions
+7 -2
View File
@@ -9,6 +9,7 @@ signal avatar_changed(url: String)
# Profile data
var profile: Dictionary = {}
var stats: Dictionary = {}
var is_profile_loaded: bool = false
# Nakama storage collection names
const PROFILE_COLLECTION := "profiles"
@@ -36,6 +37,7 @@ func _on_auth_completed(success: bool, _user_data: Dictionary) -> void:
func _on_logged_out() -> void:
profile = {}
stats = {}
is_profile_loaded = false
# =============================================================================
# Profile Loading
@@ -81,6 +83,7 @@ func load_profile() -> Dictionary:
# Load stats
await load_stats()
is_profile_loaded = true
emit_signal("profile_loaded", profile)
print("[UserProfileManager] Profile loaded: ", profile.display_name)
return profile
@@ -257,8 +260,10 @@ func record_game_result(won: bool, score: int) -> void:
# Getters
# =============================================================================
func get_display_name() -> String:
return profile.get("display_name", "Guest")
func get_display_name(fallback: String = "Guest") -> String:
if not is_profile_loaded:
return fallback
return profile.get("display_name", fallback)
func get_avatar_url() -> String:
var index: int = profile.get("avatar_index", 0)
+7 -6
View File
@@ -9,6 +9,7 @@ signal closed
# UI References
# -------------------------------------------------------------------------
@onready var back_btn := %BackBtn as Button
@onready var refresh_btn := %RefreshBtn as Button
@onready var sort_score_btn := %SortScoreBtn as Button
@onready var sort_win_rate_btn := %SortWinRateBtn as Button
@onready var sort_games_btn := %SortGamesBtn as Button
@@ -28,7 +29,6 @@ var current_sort_key: String = "high_score"
var _anim_player: AnimationPlayer
# Maps game character name -> GLB node name in the SubViewport
# Must match the mapping in player.gd's set_character()
const CHAR_NODE_MAP: Dictionary = {
"Copper": "Oldpop",
"Dabro": "Masbro",
@@ -40,6 +40,7 @@ const AVATAR_TO_CHAR: Array[String] = ["Pip", "Gatot", "Dabro", "Copper"]
func _ready() -> void:
back_btn.pressed.connect(_on_close_pressed)
refresh_btn.pressed.connect(_fetch_leaderboard_data)
sort_score_btn.pressed.connect(func(): _sort_by("high_score"))
sort_win_rate_btn.pressed.connect(func(): _sort_by("win_rate"))
sort_games_btn.pressed.connect(func(): _sort_by("games_played"))
@@ -65,12 +66,12 @@ func _fetch_leaderboard_data() -> void:
status_label.text = "Not connected to Nakama"
return
status_label.text = "Loading data..."
status_label.text = "Fetching Global Records..."
for child in leaderboard_list.get_children():
child.queue_free()
var payload = JSON.stringify({})
var result = await NakamaManager.client.rpc_async(NakamaManager.session, "get_leaderboard_stats", payload)
# Calls the updated RPC that returns ONLY native global_high_score records
var result = await NakamaManager.client.rpc_async(NakamaManager.session, "get_leaderboard_stats", "{}")
if result.is_exception():
status_label.text = "Failed to load leaderboard"
@@ -90,9 +91,9 @@ func _fetch_leaderboard_data() -> void:
if leaderboard_data.size() > 0:
_show_entry_preview(0)
else:
status_label.text = "No data found"
status_label.text = "No records found"
else:
status_label.text = "Error parsing data"
status_label.text = "Error parsing server data"
func _calculate_win_rates() -> void:
for entry in leaderboard_data: