update
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+7
-7
@@ -122,7 +122,7 @@ const AVAILABLE_CHARACTERS: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
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set(value):
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is_my_turn = value
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if is_my_turn and is_multiplayer_authority():
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rpc("display_message", "It's your turn!")
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NotificationManager.send_message(self, NotificationManager.MESSAGES.TURN_START, NotificationManager.MessageType.NORMAL)
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@export var has_moved_this_turn = false
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@@ -629,7 +629,7 @@ func apply_stagger(duration: float = 1.5):
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print("Player %s staggered for %.1f seconds" % [name, duration])
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if is_multiplayer_authority():
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rpc("display_message", "C R U S H E D !", 4) # MessageType.WARNING
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NotificationManager.send_message(self, NotificationManager.MESSAGES.CRUSHED, NotificationManager.MessageType.WARNING)
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drop_random_item()
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# Grant "Smashed" Bonus (1 bar, max 2)
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@@ -680,7 +680,7 @@ func drop_random_item():
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var cell = Vector3i(drop_pos.x, 0, drop_pos.y)
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rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
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rpc("display_message", "Dropped item!", 4)
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NotificationManager.send_message(self, NotificationManager.MESSAGES.DROPPED_ITEM, NotificationManager.MessageType.WARNING)
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print("Player %s dropped item %d at %s" % [name, item_id, drop_pos])
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@@ -706,7 +706,7 @@ func drop_all_tiles():
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if dropped_count > 0:
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rpc("sync_playerboard", playerboard)
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rpc("trigger_screen_shake", "targeted")
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rpc("display_message", "CRITICALLY HIT!", 4)
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NotificationManager.send_message(self, NotificationManager.MESSAGES.CRITICALLY_HIT, NotificationManager.MessageType.WARNING)
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print("Player %s dropped %d tiles due to Super Push" % [name, dropped_count])
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func _find_valid_drop_position() -> Vector2i:
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@@ -741,7 +741,7 @@ func attempt_target_action(target_index: int):
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# So we might fail here if not wired up.
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# For now, let's look for "PowerUpInventoryUI" in CanvasLayer.
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var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI")
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var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI")
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# Or check if ui_manager tracks it.
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# Note: We haven't instantiated it yet in UIManager. We will need to do that.
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@@ -766,7 +766,7 @@ func attempt_target_action(target_index: int):
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if target_player == self and effect != 4: # 4 = INVISIBLE (Self)
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# Trying to target self with harmful effect?
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rpc("display_message", "Can't target self!", 3)
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NotificationManager.send_message(self, NotificationManager.MESSAGES.CANT_TARGET_SELF, NotificationManager.MessageType.WARNING)
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return
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# 3. Activate Effect
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@@ -1141,7 +1141,7 @@ func start_turn():
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has_performed_action = false
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is_my_turn = true
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if is_multiplayer_authority():
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rpc("display_message", "It's your turn!")
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# rpc("display_message", "It's your turn!") # Handled by setter
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_after_action_completed()
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func end_turn():
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