Rozsvěcení a zhasínání světel, sprity pro místnosti, indikátory rozsvícených světel, po konci hry je hráč vrácen do hlavního menu

This commit is contained in:
Perry 2026-03-16 20:43:53 +01:00
parent 25a62af483
commit 55fd052072
27 changed files with 338 additions and 113 deletions

View file

@ -98,16 +98,7 @@ public class Client {
#nullable enable
private static void OnMapInit(MapInitPacket packet) {
(int id1, int id2, ConnectorType type, ClientPlayer? owner)[] connectorsData = new (int, int , ConnectorType, ClientPlayer?)[packet.Connectors.Length / 4];
for (int i = 0; i < packet.Connectors.Length / 4; i++){
connectorsData[i] = (packet.Connectors[i * 4], packet.Connectors[i * 4 + 1], (ConnectorType)packet.Connectors[i * 4 + 2], packet.Connectors[i * 4 + 3] == -1 ? null : GetPlayer(packet.Connectors[i * 4 + 3]));
}
ClientMapManager.InitMap(packet.UpsideDown);
TileConnectorProjection[] connectors = connectorsData.Select(c => new TileConnectorProjection(ClientMapManager.Get(c.id1), ClientMapManager.Get(c.id2), c.type){Owner = c.owner}).ToArray();
ClientMapManager.InitConnectors(connectors);
UIManager.SpawnMapElements(connectors.Where(c => c.Type == ConnectorType.DOOR_REMOTE).ToArray());
ClientMapManager.InitMap(packet.Connectors, packet.YourTiles, packet.OpponentTiles, packet.LitTiles, packet.UpsideDown);
}
public static void Update() {