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path: root/player/player.gd
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class_name Player
extends Node


var id: int:
	set(value):
		id = value
		name = str(value)

var current_team_name: String:
	set(value):
		current_team_name = value
		multiplayer_synchronizer_2.set_property("current_team_name", value)

var current_move_points := 100:
	set(value):
		current_move_points = value
		multiplayer_synchronizer_2.set_property("current_move_points", value)

var current_attack_points := 10:
	set(value):
		current_attack_points = value
		multiplayer_synchronizer_2.set_property("current_attack_points", value)

var current_defend_points := 10:
	set(value):
		current_defend_points = value
		multiplayer_synchronizer_2.set_property("current_defend_points", value)

var current_ability_points := 10:
	set(value):
		current_ability_points = value
		multiplayer_synchronizer_2.set_property("current_ability_points", value)

var units: Array[Unit]

@onready var multiplayer_synchronizer_2: MultiplayerSynchronizer2 = $MultiplayerSynchronizer2


func get_color() -> Color:
	var rng = RandomNumberGenerator.new()
	rng.seed = id
	
	return Color(rng.randf(), rng.randf(), rng.randf())


# current_team_name
#func set_current_team_name(value: String) -> void:
	#sync_current_team_name.rpc(value)
#
#@rpc("any_peer", "call_local")
#func sync_current_team_name(value: String) -> void:
	#current_team_name = value
#
#
## current_move_points
#func set_current_move_points(value: int) -> void:
	#sync_current_move_points.rpc(value)
#
#@rpc("any_peer", "call_local")
#func sync_current_move_points(value: int) -> void:
	#current_move_points = value
#
#
## current_attack_points
#func set_current_attack_points(value: int) -> void:
	#sync_current_attack_points.rpc(value)
#
#@rpc("any_peer", "call_local")
#func sync_current_attack_points(value: int) -> void:
	#current_attack_points = value
#
#
## current_defend_points
#func set_current_defend_points(value: int) -> void:
	#sync_current_defend_points.rpc(value)
#
#@rpc("any_peer", "call_local")
#func sync_current_defend_points(value: int) -> void:
	#current_defend_points = value
#
#
## current_ability_points
#func set_current_ability_points(value: int) -> void:
	#sync_current_ability_points.rpc(value)
#
#@rpc("any_peer", "call_local")
#func sync_current_ability_points(value: int) -> void:
	#current_ability_points = value
#
#
#func set_initial_values() -> void:
	#if not multiplayer.is_server():
		#sync_initial_values.rpc_id(1, multiplayer.get_unique_id())
#
#@rpc("any_peer", "call_remote")
#func sync_initial_values(target_id: int) -> void:
	#sync_current_team_name.rpc_id(target_id, current_team_name)
	#sync_current_move_points.rpc_id(target_id, current_move_points)
	#sync_current_attack_points.rpc_id(target_id, current_attack_points)