feat: network_manager — overlay RPC + player position sync

This commit is contained in:
2026-04-14 03:10:01 +02:00
parent 9efced2ac8
commit 8ecce7e751

View File

@@ -131,3 +131,23 @@ func start_game() -> void:
func _broadcast_player_left(peer_id: int) -> void:
players.erase(peer_id)
player_left.emit(peer_id)
@rpc("any_peer", "call_remote", "reliable")
func request_set_overlay(target_peer_id: int, overlay_name: String) -> void:
if not multiplayer.is_server():
return
var requester_id := multiplayer.get_remote_sender_id()
if players.get(requester_id, {}).get("role", "") != "dm":
return
set_overlay.rpc_id(target_peer_id, overlay_name)
@rpc("authority", "call_remote", "reliable")
func set_overlay(overlay_name: String) -> void:
GameState.set_overlay_local(my_id, overlay_name)
@rpc("any_peer", "call_remote", "unreliable")
func sync_player_position(player_id: int, position: Vector3, rotation: Vector3) -> void:
GameState.update_player_transform(player_id, position, rotation)