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