feat: Implement new Stop 'n' Go game mode with dedicated manager, player logic, and control scripts.
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+5
-5
@@ -2172,7 +2172,7 @@ func sync_snatch_tekton(carrier_path: NodePath, tekton_path: NodePath):
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self.is_carrying_tekton = true
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self.carried_tekton = tekton
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tekton.set_carried(true, self)
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tekton.set_carried(true, self )
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# Reset my carry timer (3s rule starts fresh)
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tekton_carry_timer = 0.0
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@@ -2399,10 +2399,10 @@ func sync_bump(target_pos: Vector2i, is_soft: bool = false):
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var tween = create_tween()
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# Ensure the character starts at logical pos if they were drifting
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global_position = original_pos
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global_position = original_pos
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tween.tween_property(self, "global_position", mid_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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tween.tween_property(self, "global_position", original_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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tween.tween_property(self , "global_position", mid_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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tween.tween_property(self , "global_position", original_pos, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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func knock_tekton():
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if not is_multiplayer_authority() or is_frozen or is_stop_frozen or is_invisible:
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@@ -2472,6 +2472,6 @@ func _find_nearby_carrier() -> Node3D:
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if p.is_carrying_tekton:
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# Check adjacency or same tile
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var dist = Vector2(p.current_position.x, p.current_position.y).distance_to(Vector2(current_position.x, current_position.y))
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if dist <= 1.5:
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if dist <= 1.5:
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return p
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return null
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