feat: implement StopNGoManager for phase-based gameplay and update player logic for mission tracking and movement penalties

This commit is contained in:
Yogi Wiguna
2026-03-30 15:44:10 +08:00
parent f43dba73a2
commit c5da49d872
2 changed files with 15 additions and 3 deletions
+6 -3
View File
@@ -1013,9 +1013,12 @@ func _scatter_player_tiles(player_node: Node):
SfxManager.rpc("play_rpc", "tile_scatter")
NotificationManager.send_message(player_node, "Not in Safe Zone! Tiles scattered!", NotificationManager.MessageType.WARNING)
# Screen shake
if player_node.has_method("trigger_screen_shake") and can_rpc():
player_node.rpc("trigger_screen_shake", "heavy")
# Screen shake and animation
if can_rpc():
if player_node.has_method("trigger_screen_shake"):
player_node.rpc("trigger_screen_shake", "heavy")
if player_node.has_method("play_scatter_knock"):
player_node.rpc("play_scatter_knock")
print("[StopNGo] Caught outside: Scattered %d tiles from Player %d" % [tiles_to_scatter.size(), peer_id])