WIP: Migrating to node3ds
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@ -44,7 +44,6 @@ func _physics_process(delta: float) -> void:
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if not shared_node.is_on_floor():
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if not shared_node.is_on_floor():
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shared_node.velocity += shared_node.get_gravity() * delta
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shared_node.velocity += shared_node.get_gravity() * delta
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if shared_node.is_on_floor() && jumping:
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if shared_node.is_on_floor() && jumping:
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print("jumping" + str(name))
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shared_node.velocity.y = consts.DEFAULT_JUMP_VELOCITY
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shared_node.velocity.y = consts.DEFAULT_JUMP_VELOCITY
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jumping = false
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jumping = false
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var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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@ -60,9 +59,10 @@ func _physics_process(delta: float) -> void:
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update_position.rpc(shared_node.global_position)
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update_position.rpc(shared_node.global_position)
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shared_node.move_and_slide()
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shared_node.move_and_slide()
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@rpc("authority", "call_remote", "unreliable_ordered")
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@rpc("authority", "call_remote", "unreliable_ordered")
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func update_position(real_position: Vector3):
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func update_position(real_position: Vector3):
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shared_node.global_position = lerp(shared_node.global_position, real_position, 1.0)
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shared_node.global_position = lerp(shared_node.global_position, real_position, 10.0)
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@rpc("any_peer", "call_local", "unreliable")
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@rpc("any_peer", "call_local", "unreliable")
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func jump():
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func jump():
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@ -19,7 +19,6 @@ var can_shoot: bool = true
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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cooldown_timer.wait_time = cooldown
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cooldown_timer.wait_time = cooldown
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print("test")
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@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
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@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
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