Now nichname is saved in client settings
This commit is contained in:
parent
eb99032a63
commit
aa113c7ff8
|
@ -4,6 +4,7 @@ extends Button
|
|||
@onready var nick_input: TextEdit = $"../Nickname"
|
||||
|
||||
func _ready():
|
||||
nick_input.text = GameData.client_settings["nickname"]
|
||||
button.text = "Set"
|
||||
button.pressed.connect(self._button_pressed)
|
||||
|
||||
|
@ -11,3 +12,4 @@ func _button_pressed():
|
|||
var nickname = nick_input.text
|
||||
print("Setting nickname to " + str(nickname))
|
||||
GameData.client_settings["nickname"] = nickname
|
||||
GameData.save_client_settings()
|
||||
|
|
|
@ -19,7 +19,7 @@ func _ready():
|
|||
print("Client-settings doesn't exist, creating one")
|
||||
var example = FileAccess.open("res://settings/client-settings.json", FileAccess.READ)
|
||||
client_settings_file = FileAccess.open("./settings/client-settings.json", FileAccess.WRITE_READ)
|
||||
client_settings_file.store_buffer(example.get_as_text())
|
||||
client_settings_file.store_string(example.get_as_text())
|
||||
else:
|
||||
client_settings_file = FileAccess.open("./settings/client-settings.json", FileAccess.READ)
|
||||
client_settings = JSON.parse_string(client_settings_file.get_as_text())
|
||||
|
@ -35,3 +35,6 @@ func _ready():
|
|||
server_settings_file = FileAccess.open("./settings/server-settings.json", FileAccess.READ)
|
||||
server_settings = JSON.parse_string(server_settings_file.get_as_text())
|
||||
|
||||
func save_client_settings():
|
||||
var client_settings_file = FileAccess.open("./settings/client-settings.json", FileAccess.WRITE)
|
||||
client_settings_file.store_string(str(client_settings))
|
||||
|
|
|
@ -167,7 +167,6 @@ func change_weapon(client_id, new_weapon):
|
|||
var client_cb3d = find_cb3d_by_internal_id(internal_id)
|
||||
client_cb3d.change_weapon(new_weapon)
|
||||
send_everyone_except(client_id, [client_cb3d.change_weapon_puppet, internal_id, new_weapon])
|
||||
#client_cb3d.change_weapon_puppet.rpc_id(client_id, new_weapon)
|
||||
##########################################CLIENT#######################
|
||||
|
||||
var player
|
||||
|
|
|
@ -95,9 +95,6 @@ func _unhandled_input(event):
|
|||
Networking.change_weapon.rpc_id(1, multiplayer.get_unique_id(), properties["current_weapon"])
|
||||
|
||||
change_weapon(properties["current_weapon"])
|
||||
#if(event.is_action_pressed("shoot")):
|
||||
#print(event.position)
|
||||
|
||||
|
||||
if event is InputEventMouseMotion:
|
||||
head.rotate_y(-event.relative.x * SENSETIVITY)
|
||||
|
@ -157,7 +154,6 @@ func set_hp(hp):
|
|||
properties["HP"] = hp
|
||||
healthBar.value = properties["HP"]
|
||||
|
||||
|
||||
@rpc ("authority", "call_remote", "reliable")
|
||||
func set_game_settings(s):
|
||||
if(!properties["is_playable"]): return
|
||||
|
|
Loading…
Reference in New Issue