Hide players during replay
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9b522f0789
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5c51e25a11
@ -355,6 +355,23 @@ impl Game {
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self.current_replay_playback = Some(playback.clone());
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self.current_replay_playback = Some(playback.clone());
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self.base_mut().add_child(&playback);
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self.base_mut().add_child(&playback);
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}
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}
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for player in &mut self.players {
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if let Some(character) = &mut player.character {
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character.set_visible(false);
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}
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}
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}
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pub fn stop_playback(&mut self) {
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if let Some(mut playback) = self.current_replay_playback.take() {
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playback.queue_free();
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}
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for player in &mut self.players {
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if let Some(character) = &mut player.character {
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character.set_visible(true);
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}
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}
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}
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}
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pub fn start_game(&mut self) {
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pub fn start_game(&mut self) {
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@ -66,7 +66,10 @@ impl INode for ReplayPlayback {
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character.bind_mut().apply_look_up(state.look_up);
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character.bind_mut().apply_look_up(state.look_up);
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character
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character
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.bind_mut()
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.bind_mut()
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.set_movement_dir(state.movement_dir.into())
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.set_movement_dir(state.movement_dir.into());
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character
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.bind_mut()
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.swap_weapon(state.current_weapon, false);
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} else {
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} else {
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character.queue_free();
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character.queue_free();
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self.player_characters.remove(&id);
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self.player_characters.remove(&id);
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@ -75,6 +78,13 @@ impl INode for ReplayPlayback {
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self.current_frame_idx += 1;
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self.current_frame_idx += 1;
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}
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}
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}
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}
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fn exit_tree(&mut self) {
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for (_, character) in &mut self.player_characters {
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character.queue_free();
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}
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self.player_characters.clear();
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}
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}
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}
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#[derive(GodotClass)]
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#[derive(GodotClass)]
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