Match🔗

Hérite: Node

There is currently no description for this class. Please help us by contributing one !

Propriétés🔗

MatchState

state

0

Array [Mode]

modes

_populate_modes()

Mode

mode

Map

map

Teams

teams

<unknown>

Timer

timer

<unknown>

Scoreboard

scoreboard

<unknown>

MultiplayerSpawner

map_spawner

<unknown>

MultiplayerSpawner

player_spawner

<unknown>

MultiplayerSpawner

objective_spawner

<unknown>

Dictionary [int, Player]

players

{}

Dictionary [int, Dictionary]

spawn_acks

{}

Méthodes🔗

void

set_state(new_state: MatchState)

Match

instantiate() static

Array [Mode]

_populate_modes() static

void

_ready()

void

setup(map_id: int, p_mode: int)

Player

_on_player_spawn(data: Variant = null)

Map

_on_map_spawn(data: Variant = null)

void

join(username: String)

Vector3

get_spawn_position(peer_id: int)

void

start()

void

end()

void

pause()

void

_on_peer_disconnected(peer_id: int)

void

_on_state_changed(new_state: MatchState)

void

_on_warmup_timeout()

void

_on_match_timeout()

void

_spawn_ack(peer_id: int)

void

_spawn_unfreeze(peer_id: int)

void

switch_team(peer_id: int, to_team_name: String)

void

_on_team_added(team_name: String)

void

_on_team_erased(team_name: String)

void

_on_team_player_added(team_name: String, peer_id: int, username: String = "newblood")

void

_on_team_player_erased(team_name: String, peer_id: int)


Signaux🔗

state_changed(new_state: MatchState) 🔗

Emitted after state is changed


Enumerations🔗

enum MatchState: 🔗

MatchState READY = 0

The match is ready to begin.

MatchState WARMUP = 1

A brief training session to prepare before it starts.

MatchState RUNNING = 2

The match is running as specified by a Ruleset.

MatchState PAUSED = 3

The match is paused (ex. a majority of players voted a pause).

MatchState ENDED = 4

The match has ended.


Constants🔗

scene = <Object> 🔗

There is currently no description for this constant. Please help us by contributing one!


Descriptions de propriété🔗

MatchState state = 0 🔗

The current state of this Match


Array [Mode] modes = _populate_modes() 🔗

Statically initialized array of available Mode


Mode mode 🔗

The current Mode responsible for this Match behavior


Map map 🔗

The current Map used to dispute this Match


Teams teams = <unknown> 🔗

The Teams manager


Timer timer = <unknown> 🔗

The match timer for map state rotation


Scoreboard scoreboard = <unknown> 🔗

The Scoreboard to keep track of peer scores


MultiplayerSpawner map_spawner = <unknown> 🔗

There is currently no description for this property. Please help us by contributing one!


MultiplayerSpawner player_spawner = <unknown> 🔗

There is currently no description for this property. Please help us by contributing one!


MultiplayerSpawner objective_spawner = <unknown> 🔗

There is currently no description for this property. Please help us by contributing one!


Dictionary [int, Player] players = {} 🔗

The Player.peer_id to Player instance map (set registered on spawn)


Dictionary [int, Dictionary] spawn_acks = {} 🔗

The dictionary maintained by the server to track peer readyness on spawn so that the server can tell everyone to start local prediction


Descriptions de méthode🔗

void set_state(new_state: MatchState) 🔗

There is currently no description for this method. Please help us by contributing one!


Match instantiate() static 🔗

There is currently no description for this method. Please help us by contributing one!


Array [Mode] _populate_modes() static 🔗

This method loads available match modes when the game is initialized


void _ready() 🔗

There is currently no description for this method. Please help us by contributing one!


void setup(map_id: int, p_mode: int) 🔗

Starts the match as specified by p_map and p_mode


Player _on_player_spawn(data: Variant = null) 🔗

This method runs authority and client peers when a Player is spawned by player_spawner


Map _on_map_spawn(data: Variant = null) 🔗

There is currently no description for this method. Please help us by contributing one!


void join(username: String) 🔗

Called by client peers to request the server to spawn a new player in the Match scene.


Vector3 get_spawn_position(peer_id: int) 🔗

There is currently no description for this method. Please help us by contributing one!


void start() 🔗

There is currently no description for this method. Please help us by contributing one!


void end() 🔗

Stops the Match


void pause() 🔗

Pause the Match (ex. when most peers voted for a pause)


void _on_peer_disconnected(peer_id: int) 🔗

There is currently no description for this method. Please help us by contributing one!


void _on_state_changed(new_state: MatchState) 🔗

Emitted on the server when the state changes


void _on_warmup_timeout() 🔗

There is currently no description for this method. Please help us by contributing one!


void _on_match_timeout() 🔗

There is currently no description for this method. Please help us by contributing one!


void _spawn_ack(peer_id: int) 🔗

This is called by players when they spawn to ack it to the server. When all peers have sent an ack then server send a global _spawn_unfreeze rpc


void _spawn_unfreeze(peer_id: int) 🔗

This method is called by the match authority when all peers have recognized a new player's node spawn. See the _spawn_ack rpc and spawn_acks.


void switch_team(peer_id: int, to_team_name: String) 🔗

This method switch a peer_id to the specified team along with its score.


void _on_team_added(team_name: String) 🔗

This method is called when the Teams.team_addded signal is emitted.


void _on_team_erased(team_name: String) 🔗

There is currently no description for this method. Please help us by contributing one!


void _on_team_player_added(team_name: String, peer_id: int, username: String = "newblood") 🔗

This method is called when the Team.player_added signal is emitted.


void _on_team_player_erased(team_name: String, peer_id: int) 🔗

This method is called when the Teams.Team signal is emitted.