♻️ systems refactoring

This commit is contained in:
anyreso 2024-05-08 10:25:06 -04:00
parent 5ab387571e
commit 69c8b65093
17 changed files with 186 additions and 168 deletions

View file

@ -103,7 +103,7 @@ func _setup_pawn(_new_player_id : int) -> void:
func _is_pawn() -> bool:
var peer_is_pawn : bool = multiplayer.get_unique_id() == match_participant_component.player_id
return Game.mode is Singleplayer or peer_is_pawn
return Global.type is Singleplayer or peer_is_pawn
# @NOTE: this method works only because `tp_mesh` duplicates weapons meshes from the inventory
func _on_inventory_selection_changed(_selected : Node3D, index : int) -> void:

View file

@ -263,6 +263,10 @@ replication_config = SubResource("SceneReplicationConfig_rqdp6")
root_path = NodePath(".")
replication_config = SubResource("SceneReplicationConfig_5j4ew")
script = ExtResource("6_ymcrr")
jetting = null
skiing = null
direction = null
camera_rotation = null
[node name="MatchParticipantComponent" type="MultiplayerSynchronizer" parent="."]
root_path = NodePath(".")