Now nichname is saved in client settings

This commit is contained in:
leca 2024-02-18 15:00:43 +03:00
parent eb99032a63
commit aa113c7ff8
4 changed files with 6 additions and 6 deletions

View File

@ -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()

View File

@ -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))

View File

@ -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

View File

@ -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