完善客户端功能并同步差距文档
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# RemotePlayerView —— ClientVS22 的远端 PC 表现层。
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#
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# 远端 PC 与本地玩家共用 PlayerView 的 race / GR2 / MSA 装载,但装备来源
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# 必须是 awPart[CHR_EQUIPPART_ARMOR..HAIR],不能读取本地 get_equipment()。
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extends "res://ui/player_view.gd"
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const EquipModel = preload("res://ui/equip_model.gd")
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var remote_equip: Node
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var _remote_parts: Array = []
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func build_remote(assets_root: String, race: int, parts: Array, item_list: RefCounted,
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proto: Node = null, pump := Callable()) -> bool:
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if not build(assets_root, race, pump):
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return false
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_remote_parts = parts.duplicate()
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while _remote_parts.size() < 4:
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_remote_parts.append(0)
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if _remote_parts.size() > 4:
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_remote_parts = _remote_parts.slice(0, 4)
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remote_equip = EquipModel.new()
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remote_equip.name = "RemoteEquipModel"
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add_child(remote_equip)
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remote_equip.setup_remote(item_list, func() -> Node: return self, assets_root, race,
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_remote_parts, proto)
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return true
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# net_world 按 NetworkActorManager.cpp:473 的顺序调用这四个字段。
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func set_armor(vnum: int) -> void:
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_set_remote_part(EquipModel.PART_ARMOR, vnum)
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func set_weapon(vnum: int) -> void:
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_set_remote_part(EquipModel.PART_WEAPON, vnum)
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func set_head(vnum: int) -> void:
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_set_remote_part(EquipModel.PART_HEAD, vnum)
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func set_hair(vnum: int) -> void:
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_set_remote_part(EquipModel.PART_HAIR, vnum)
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func _set_remote_part(index: int, vnum: int) -> void:
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while _remote_parts.size() <= index:
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_remote_parts.append(0)
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_remote_parts[index] = vnum
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if remote_equip:
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remote_equip._set_remote_part(index, vnum)
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remote_equip.refresh()
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