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.
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@@ -21,11 +21,11 @@ using Godot;
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namespace Nakama {
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/// <summary>
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/// An Http adapter which uses Godot's HttpRequest node.
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/// <summary>
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/// An Http adapter which uses Godot's HttpRequest node.
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/// </summary>
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/// <remarks>
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/// Note Content-Type header is always set as 'application/json'.
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/// Note Content-Type header is always set as 'application/json'.
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/// </remarks>
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public partial class GodotHttpAdapter : Node, IHttpAdapter {
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@@ -73,7 +73,7 @@ namespace Nakama {
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AddChild(req);
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req.Request(uri.ToString(), headers_array, godot_method, body_string);
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Logger?.InfoFormat("Send: method='{0}', uri='{1}', body='{2}'", method, uri, body_string);
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Logger?.InfoFormat("Send: method='{0}', uri='{1}', body='{2}'", method, uri, body_string);
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Variant[] resultObjects = await ToSignal(req, "request_completed");
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@@ -83,7 +83,7 @@ namespace Nakama {
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req.QueueFree();
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Logger?.InfoFormat("Received: status={0}, contents='{1}'", response_code, response_body);
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Logger?.InfoFormat("Received: status={0}, contents='{1}'", response_code, response_body);
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if (result == HttpRequest.Result.Success && response_code >= 200 && response_code <= 299) {
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return response_body;
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@@ -17,63 +17,63 @@ using Godot;
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namespace Nakama {
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/// <summary>
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/// A logger which prints to the Godot console.
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/// </summary>
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public class GodotLogger : ILogger {
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/// <summary>
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/// A logger which prints to the Godot console.
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/// </summary>
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public class GodotLogger : ILogger {
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/// <summary>
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/// The log level.
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/// </summary>
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public enum LogLevel {
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NONE,
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ERROR,
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WARNING,
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INFO,
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DEBUG,
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}
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/// <summary>
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/// The log level.
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/// </summary>
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public enum LogLevel {
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NONE,
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ERROR,
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WARNING,
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INFO,
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DEBUG,
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}
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private string module;
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private LogLevel level;
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private string module;
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private LogLevel level;
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/// <summary>
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/// Constructs a GodotLogger.
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/// </summary>
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/// <param name="p_module">The label to use for log entries.</param>
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/// <param name="p_level">The log level (or lower) to print to the console.</param>
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public GodotLogger(string p_module = "Nakama", LogLevel p_level = LogLevel.ERROR) {
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module = p_module;
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level = p_level;
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}
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/// <summary>
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/// Constructs a GodotLogger.
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/// </summary>
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/// <param name="p_module">The label to use for log entries.</param>
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/// <param name="p_level">The log level (or lower) to print to the console.</param>
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public GodotLogger(string p_module = "Nakama", LogLevel p_level = LogLevel.ERROR) {
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module = p_module;
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level = p_level;
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}
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/// <inheritdoc cref="ILogger"/>
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public void ErrorFormat(string format, params object[] args) {
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if (level >= LogLevel.ERROR) {
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GD.PrintErr("=== " + module + " : ERROR === " + String.Format(format, args));
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}
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}
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/// <inheritdoc cref="ILogger"/>
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public void ErrorFormat(string format, params object[] args) {
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if (level >= LogLevel.ERROR) {
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GD.PrintErr("=== " + module + " : ERROR === " + String.Format(format, args));
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}
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}
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/// <inheritdoc cref="ILogger"/>
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public void WarnFormat(string format, params object[] args) {
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if (level >= LogLevel.WARNING) {
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GD.Print("=== " + module + " : WARN === " + String.Format(format, args));
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}
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}
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/// <inheritdoc cref="ILogger"/>
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public void WarnFormat(string format, params object[] args) {
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if (level >= LogLevel.WARNING) {
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GD.Print("=== " + module + " : WARN === " + String.Format(format, args));
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}
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}
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/// <inheritdoc cref="ILogger"/>
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public void InfoFormat(string format, params object[] args) {
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if (level >= LogLevel.INFO) {
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GD.Print("=== " + module + " : INFO === " + String.Format(format, args));
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}
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}
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/// <inheritdoc cref="ILogger"/>
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public void InfoFormat(string format, params object[] args) {
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if (level >= LogLevel.INFO) {
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GD.Print("=== " + module + " : INFO === " + String.Format(format, args));
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}
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}
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/// <inheritdoc cref="ILogger"/>
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public void DebugFormat(string format, params object[] args) {
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if (level >= LogLevel.DEBUG) {
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GD.Print("=== " + module + " : DEBUG === " + String.Format(format, args));
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}
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}
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/// <inheritdoc cref="ILogger"/>
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public void DebugFormat(string format, params object[] args) {
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if (level >= LogLevel.DEBUG) {
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GD.Print("=== " + module + " : DEBUG === " + String.Format(format, args));
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}
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}
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}
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}
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}
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}
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@@ -19,23 +19,23 @@ using Godot;
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namespace Nakama
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{
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/// <summary>
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/// An exception that is thrown when the WebSocket is unable to connect.
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/// </summary>
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public class GodotWebSocketConnectionException : Exception {
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public GodotWebSocketConnectionException(string message = "WebSocket unable to connect")
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: base(message) { }
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}
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/// <summary>
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/// An exception that is thrown when the WebSocket is unable to connect.
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/// </summary>
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public class GodotWebSocketConnectionException : Exception {
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public GodotWebSocketConnectionException(string message = "WebSocket unable to connect")
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: base(message) { }
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}
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/// <summary>
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/// An exception that is thrown when the WebSocket is unable to send.
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/// </summary>
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public class GodotWebSocketSendException : Exception {
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public GodotWebSocketSendException() : base("Unable to send over WebSocket") { }
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}
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/// <summary>
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/// An exception that is thrown when the WebSocket is unable to send.
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/// </summary>
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public class GodotWebSocketSendException : Exception {
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public GodotWebSocketSendException() : base("Unable to send over WebSocket") { }
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}
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/// <summary>
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/// A socket adapter which uses Godot's WebSocketPeer.
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/// <summary>
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/// A socket adapter which uses Godot's WebSocketPeer.
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/// </summary>
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public partial class GodotWebSocketAdapter : Node, ISocketAdapter
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{
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