Na začátku hry se mapa na serveru synchronizuje s mapou u clienta. Rozšířen spritesheet monitoru o remote dveře. Přidána GlobalClassLib pro kód sdílený mezi clientem a serverem. Základ pro implementaci ovládání remote dveří.

This commit is contained in:
Perry 2026-02-14 14:35:29 +01:00
parent 8801a7c919
commit 7e6b3d724b
25 changed files with 374 additions and 67 deletions

View file

@ -2,6 +2,8 @@ using System;
using System.Net;
using System.Net.Sockets;
using FNAF_Clone.GUI;
using FNAF_Clone.Map;
using GlobalClassLib;
using LiteNetLib;
using LiteNetLib.Utils;
using PacketLib;
@ -26,7 +28,7 @@ public class Client {
processor.SubscribeReusable<JoinAcceptPacket>(OnJoinAccept);
processor.SubscribeReusable<UpdatePlayerPacket>(OnPlayerUpdate);
processor.SubscribeReusable<MapInitPacket>(OnMapInit);
client = new NetManager(listener){
AutoRecycle = true
@ -58,21 +60,30 @@ public class Client {
public static void SendCommands(PlayerCommand[] pCommands) {
SendPacket(new PlayerCommandPacket{commands = pCommands}, DeliveryMethod.ReliableOrdered);
}
public static void OnNetworkReceive(NetPeer peer, NetPacketReader reader, DeliveryMethod deliveryMethod) {
private static void OnNetworkReceive(NetPeer peer, NetPacketReader reader, DeliveryMethod deliveryMethod) {
processor.ReadAllPackets(reader, peer);
}
public static void OnJoinAccept(JoinAcceptPacket packet) {
private static void OnJoinAccept(JoinAcceptPacket packet) {
Console.WriteLine($"Accepted by server, pid: {packet.state.pid}");
Player.state = packet.state;
}
private static void OnMapInit(MapInitPacket packet) {
(int id1, int id2, ConnectorType type)[] connectors = new (int id1, int id2, ConnectorType type)[packet.Connectors.Length / 3];
for (int i = 0; i < packet.Connectors.Length / 3; i++){
connectors[i] = (packet.Connectors[i * 3], packet.Connectors[i * 3 + 1], (ConnectorType)packet.Connectors[i * 3 + 2]);
}
ClientMapManager.InitMap(connectors);
}
public static void Update() {
client.PollEvents();
}
public static void OnPlayerUpdate(UpdatePlayerPacket packet) { // TODO: move this to a separate class
//Player.state = Player.state.pid == 0 ? packet.stateP1 : packet.stateP2;
foreach (var e in packet.events){
@ -96,7 +107,7 @@ public class Client {
break;
case 4: // toggle door
Player.state.doorStates[e.Args[1]] = e.Args[2] == 1;
UIManager.ChangeDoorState(e.Args[1], e.Args[2] == 1);
UIManager.ChangeDoorState((Direction)e.Args[1], e.Args[2] == 1);
Console.WriteLine($"E: Player {e.Args[0]} {(e.Args[2] == 1 ? "closed" : "opened")} door {e.Args[1]}");
break;
case -1: // movement