feat: Implement core player entity with multiplayer state synchronization, character selection, movement, and manager-based input.

This commit is contained in:
Yogi Wiguna
2026-02-26 16:55:36 +08:00
parent 3a902aa3d7
commit 8e0aa322de
3 changed files with 41 additions and 22 deletions
+27 -11
View File
@@ -44,6 +44,10 @@ func initialize(p_main: Node3D):
func set_player(p_player: Node3D):
local_player = p_player
# Connect to Tekton status updates
if not local_player.tekton_carried_changed.is_connected(_on_tekton_carried_changed):
local_player.tekton_carried_changed.connect(_on_tekton_carried_changed)
# Connect to PowerUpManager if it exists (for boost updates)
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr:
@@ -351,18 +355,21 @@ func _on_button_pressed(button_name: String):
"TektonKnock":
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr and powerup_mgr.can_use_special():
if local_player.has_method("enter_knock_mode"):
local_player.enter_knock_mode()
powerup_mgr.reset_boost()
elif local_player.has_method("knock_tekton"):
# Proactive: If nearby, knock immediately. Else enter mode.
if local_player.has_method("_find_nearby_tekton") and local_player._find_nearby_tekton():
local_player.knock_tekton()
powerup_mgr.reset_boost()
elif local_player.has_method("enter_knock_mode"):
local_player.enter_knock_mode()
"TektonThrow":
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr and powerup_mgr.can_use_special():
if local_player.has_method("throw_tekton"):
local_player.throw_tekton()
powerup_mgr.reset_boost()
if local_player.is_carrying_tekton:
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr and powerup_mgr.can_use_special():
if local_player.has_method("throw_tekton"):
local_player.throw_tekton()
powerup_mgr.reset_boost()
else:
if local_player.has_method("grab_tekton"):
local_player.grab_tekton()
func _on_button_released(button_name: String):
var btn: Button
@@ -543,7 +550,16 @@ func _on_boost_points_changed(current_points: int, max_points: int):
_update_boost_button_state(attack_mode_button, is_full)
_update_boost_button_state(spawn_boost_button, is_full)
_update_boost_button_state(tekton_knock_button, is_full)
_update_boost_button_state(tekton_throw_button, is_full)
# TektonThrow can be used for "Grab" even without full boost
var can_throw_or_grab = is_full or (local_player and not local_player.is_carrying_tekton)
_update_boost_button_state(tekton_throw_button, can_throw_or_grab)
func _on_tekton_carried_changed(_is_carrying: bool):
# Refresh button states when player grabs/throws a tekton
var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
if powerup_mgr:
_on_boost_points_changed(powerup_mgr.current_boost, powerup_mgr.MAX_BOOST)
func _update_boost_button_state(btn: Button, is_enabled: bool):
if not btn: return