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28 lines
1.1 KiB
GDScript
28 lines
1.1 KiB
GDScript
extends Node
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class_name Game
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# This cannot be called in _ready because the multiplayer node is set *after* adding the node to the tree.
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func init_signals():
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print("[Game] Initializing signals...")
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multiplayer.connected_to_server.connect(_on_connected_to_server)
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multiplayer.server_disconnected.connect(_on_server_disconnected)
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multiplayer.connection_failed.connect(_on_connection_failed)
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multiplayer.peer_connected.connect(_on_peer_connected)
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multiplayer.peer_disconnected.connect(_on_peer_disconnected)
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func _on_connected_to_server():
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print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Connected to server!")
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func _on_server_disconnected():
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print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Server disconnected...")
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func _on_connection_failed():
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print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Connection failed...")
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func _on_peer_connected(peer_id: int):
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print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Peer connected: ", peer_id)
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func _on_peer_disconnected(peer_id: int):
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print("{", multiplayer.multiplayer_peer.get_unique_id(), "} Peer disconnected: ", peer_id)
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