Bugfixes + Menu.
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1ee6f6cc6d
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6 changed files with 94 additions and 21 deletions
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@ -54,8 +54,9 @@ func _ready() -> void:
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match launchmode:
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0:
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# Will eventually redirect to the main menu
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pass
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# Menu
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if get_tree().change_scene_to_file("res://scenes/ui/create_room.tscn") != OK:
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Log.error("Couldn't change to the create room scene! Closing application.", "Couldn't change to the create room scene!")
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1:
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# Client with direct join
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Networking.join_room()
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@ -9,16 +9,16 @@ signal playerlist_changed()
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# Connect the signals.
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func _ready() -> void:
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if multiplayer.connected_to_server.connect(_on_connected_ok) != OK:
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Log.error("FAILED to connect the connected_to_server signal to _on_connected_ok!", "Internal Error: Failed to connect signal.")
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if multiplayer.connection_failed.connect(close_network) != OK:
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Log.error("FAILED to connect the connection_failed signal to _on_connected_fail!", "Internal Error: Failed to connect signal.")
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if multiplayer.server_disconnected.connect(close_network) != OK:
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Log.error("FAILED to connect the server_disconnected signal to _on_server_disconnected!", "Internal Error: Failed to connect signal.")
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if multiplayer.peer_disconnected.connect(_on_peer_disconnected) != OK:
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Log.error("FAILED to connect the peer_disconnected signal to _on_peer_disconnected!", "Internal Error: Failed to connect signal.")
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if playerlist_changed.connect(_on_playerlist_changed) != OK:
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Log.error("FAILED to connect the playerlist_changed signal to _on_playerlist_changed!", "Internal Error: Failed to connect signal.")
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if multiplayer.connected_to_server.connect(_on_connected_ok):
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pass
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if multiplayer.connection_failed.connect(close_network):
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pass
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if multiplayer.server_disconnected.connect(close_network):
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pass
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if multiplayer.peer_disconnected.connect(_on_peer_disconnected):
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pass
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if playerlist_changed.connect(_on_playerlist_changed):
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pass
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func _on_playerlist_changed() -> void:
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pass
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@ -139,8 +139,7 @@ func host_disconnected_message() -> void:
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Log.info("Host disconnected from the session.")
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managerID = 1
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close_network()
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if get_tree().change_scene_to_file("res://start.tscn"):
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Log.warning("Failed to change back to the main scene!")
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Game._ready()
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# This is the message sent out if a peer in the room has left.
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@rpc("authority", "call_remote", "reliable")
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