Integrate Nakama managers and enhance powerup system

Added Nakama and related manager scripts to autoload in project.godot and updated input mappings. Improved powerup_manager.gd with new methods and aliases for compatibility and gameplay rewards. Refactored ui_manager.gd to better initialize UI elements and removed unused code. Added playerboard_is_empty to player.gd for board state checks. Minor formatting changes in Nakama C# utility files for consistency.
This commit is contained in:
Yogi Wiguna
2026-01-29 15:45:06 +08:00
parent e66ba7542c
commit d9025128e0
8 changed files with 189 additions and 84 deletions
@@ -21,11 +21,11 @@ using Godot;
namespace Nakama {
/// <summary>
/// An Http adapter which uses Godot's HttpRequest node.
/// <summary>
/// An Http adapter which uses Godot's HttpRequest node.
/// </summary>
/// <remarks>
/// Note Content-Type header is always set as 'application/json'.
/// Note Content-Type header is always set as 'application/json'.
/// </remarks>
public partial class GodotHttpAdapter : Node, IHttpAdapter {
@@ -73,7 +73,7 @@ namespace Nakama {
AddChild(req);
req.Request(uri.ToString(), headers_array, godot_method, body_string);
Logger?.InfoFormat("Send: method='{0}', uri='{1}', body='{2}'", method, uri, body_string);
Logger?.InfoFormat("Send: method='{0}', uri='{1}', body='{2}'", method, uri, body_string);
Variant[] resultObjects = await ToSignal(req, "request_completed");
@@ -83,7 +83,7 @@ namespace Nakama {
req.QueueFree();
Logger?.InfoFormat("Received: status={0}, contents='{1}'", response_code, response_body);
Logger?.InfoFormat("Received: status={0}, contents='{1}'", response_code, response_body);
if (result == HttpRequest.Result.Success && response_code >= 200 && response_code <= 299) {
return response_body;
@@ -17,63 +17,63 @@ using Godot;
namespace Nakama {
/// <summary>
/// A logger which prints to the Godot console.
/// </summary>
public class GodotLogger : ILogger {
/// <summary>
/// A logger which prints to the Godot console.
/// </summary>
public class GodotLogger : ILogger {
/// <summary>
/// The log level.
/// </summary>
public enum LogLevel {
NONE,
ERROR,
WARNING,
INFO,
DEBUG,
}
/// <summary>
/// The log level.
/// </summary>
public enum LogLevel {
NONE,
ERROR,
WARNING,
INFO,
DEBUG,
}
private string module;
private LogLevel level;
private string module;
private LogLevel level;
/// <summary>
/// Constructs a GodotLogger.
/// </summary>
/// <param name="p_module">The label to use for log entries.</param>
/// <param name="p_level">The log level (or lower) to print to the console.</param>
public GodotLogger(string p_module = "Nakama", LogLevel p_level = LogLevel.ERROR) {
module = p_module;
level = p_level;
}
/// <summary>
/// Constructs a GodotLogger.
/// </summary>
/// <param name="p_module">The label to use for log entries.</param>
/// <param name="p_level">The log level (or lower) to print to the console.</param>
public GodotLogger(string p_module = "Nakama", LogLevel p_level = LogLevel.ERROR) {
module = p_module;
level = p_level;
}
/// <inheritdoc cref="ILogger"/>
public void ErrorFormat(string format, params object[] args) {
if (level >= LogLevel.ERROR) {
GD.PrintErr("=== " + module + " : ERROR === " + String.Format(format, args));
}
}
/// <inheritdoc cref="ILogger"/>
public void ErrorFormat(string format, params object[] args) {
if (level >= LogLevel.ERROR) {
GD.PrintErr("=== " + module + " : ERROR === " + String.Format(format, args));
}
}
/// <inheritdoc cref="ILogger"/>
public void WarnFormat(string format, params object[] args) {
if (level >= LogLevel.WARNING) {
GD.Print("=== " + module + " : WARN === " + String.Format(format, args));
}
}
/// <inheritdoc cref="ILogger"/>
public void WarnFormat(string format, params object[] args) {
if (level >= LogLevel.WARNING) {
GD.Print("=== " + module + " : WARN === " + String.Format(format, args));
}
}
/// <inheritdoc cref="ILogger"/>
public void InfoFormat(string format, params object[] args) {
if (level >= LogLevel.INFO) {
GD.Print("=== " + module + " : INFO === " + String.Format(format, args));
}
}
/// <inheritdoc cref="ILogger"/>
public void InfoFormat(string format, params object[] args) {
if (level >= LogLevel.INFO) {
GD.Print("=== " + module + " : INFO === " + String.Format(format, args));
}
}
/// <inheritdoc cref="ILogger"/>
public void DebugFormat(string format, params object[] args) {
if (level >= LogLevel.DEBUG) {
GD.Print("=== " + module + " : DEBUG === " + String.Format(format, args));
}
}
/// <inheritdoc cref="ILogger"/>
public void DebugFormat(string format, params object[] args) {
if (level >= LogLevel.DEBUG) {
GD.Print("=== " + module + " : DEBUG === " + String.Format(format, args));
}
}
}
}
}
}
@@ -19,23 +19,23 @@ using Godot;
namespace Nakama
{
/// <summary>
/// An exception that is thrown when the WebSocket is unable to connect.
/// </summary>
public class GodotWebSocketConnectionException : Exception {
public GodotWebSocketConnectionException(string message = "WebSocket unable to connect")
: base(message) { }
}
/// <summary>
/// An exception that is thrown when the WebSocket is unable to connect.
/// </summary>
public class GodotWebSocketConnectionException : Exception {
public GodotWebSocketConnectionException(string message = "WebSocket unable to connect")
: base(message) { }
}
/// <summary>
/// An exception that is thrown when the WebSocket is unable to send.
/// </summary>
public class GodotWebSocketSendException : Exception {
public GodotWebSocketSendException() : base("Unable to send over WebSocket") { }
}
/// <summary>
/// An exception that is thrown when the WebSocket is unable to send.
/// </summary>
public class GodotWebSocketSendException : Exception {
public GodotWebSocketSendException() : base("Unable to send over WebSocket") { }
}
/// <summary>
/// A socket adapter which uses Godot's WebSocketPeer.
/// <summary>
/// A socket adapter which uses Godot's WebSocketPeer.
/// </summary>
public partial class GodotWebSocketAdapter : Node, ISocketAdapter
{