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class_name MultiplayerSynchronizer2
extends Node
signal property_changed(property_name: String, value: Variant)
@export var root_node: Node
@export var properties: Array[String]
var skip_setter: Dictionary[String, bool]
func _enter_tree() -> void:
for property in properties:
skip_setter.set(property, false)
if not multiplayer.is_server():
if multiplayer.get_peers().size() > 0:
sync_initial_value.rpc_id(1, property)
else:
multiplayer.peer_connected.connect(func(_id: int):
sync_initial_value.rpc_id(1, property)
)
func set_property(property_name: String, value: Variant) -> void:
if not skip_setter.get(property_name, false):
sync_property.rpc(property_name, value)
@rpc("any_peer", "call_local")
func sync_property(property_name: String, value: Variant) -> void:
skip_setter.set(property_name, true)
root_node.set(property_name, value)
property_changed.emit(property_name, value)
skip_setter.set(property_name, false)
@rpc("any_peer", "call_remote")
func sync_initial_value(property_name: String) -> void:
sync_property.rpc_id(multiplayer.get_remote_sender_id(), property_name, root_node.get(property_name))
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