Init commit
This commit is contained in:
72
godot/scenes/player/player_input_controller.gd
Normal file
72
godot/scenes/player/player_input_controller.gd
Normal file
@@ -0,0 +1,72 @@
|
||||
# ---------------------------------------------------------------------
|
||||
# This script is supposed to control the node that is rendered on the
|
||||
# client side, and send the changes to the server node
|
||||
# ---------------------------------------------------------------------
|
||||
extends CharacterBody3D
|
||||
class_name PlayerInputController
|
||||
|
||||
var jumping: bool = false
|
||||
var shooting: bool = false
|
||||
var moving: bool = false
|
||||
var look_dir: Vector2
|
||||
var input_direction := Vector2()
|
||||
var camera_sens: float = 0.002
|
||||
|
||||
const JUMP_VELOCITY = 4.5
|
||||
var character_speed: int = 5
|
||||
|
||||
var controlled_node: PlayerPlaceholder = null
|
||||
@export var owner_id: int = 0
|
||||
|
||||
@onready var camera_mount = $CameraMount
|
||||
func _ready() -> void:
|
||||
set_multiplayer_authority(multiplayer.get_unique_id())
|
||||
global_position = controlled_node.global_position
|
||||
rotation = controlled_node.rotation
|
||||
|
||||
func _input(event):
|
||||
if multiplayer.get_unique_id() == get_multiplayer_authority():
|
||||
if Input.is_action_just_pressed("jump"): jump()
|
||||
if Input.is_action_just_released("shoot"): shooting = false
|
||||
if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
look_dir = event.relative * 1
|
||||
rotation.y -= look_dir.x * camera_sens * 1.0
|
||||
camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
|
||||
controlled_node.set_rotation_x.rpc_id(1, rotation.x)
|
||||
controlled_node.set_rotation_y.rpc_id(1, rotation.y)
|
||||
if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right") or Input.is_action_pressed("move_forward") or Input.is_action_pressed("move_backwards"):
|
||||
moving = true
|
||||
else:
|
||||
moving = false
|
||||
|
||||
func jump():
|
||||
jumping = true
|
||||
controlled_node.jump.rpc_id(1)
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if multiplayer.get_unique_id() == get_multiplayer_authority():
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
|
||||
controlled_node.set_input_direction.rpc_id(1, input_direction)
|
||||
if not is_on_floor():
|
||||
velocity += get_gravity() * delta
|
||||
if is_on_floor() && jumping:
|
||||
velocity.y = JUMP_VELOCITY
|
||||
|
||||
#if shooting:
|
||||
jumping = false
|
||||
|
||||
var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
|
||||
if is_on_floor():
|
||||
if direction:
|
||||
#first_view_legs_anim.play("Run Forward")
|
||||
velocity.x = direction.x * character_speed
|
||||
velocity.z = direction.z * character_speed
|
||||
else:
|
||||
velocity.x = move_toward(velocity.x, 0, character_speed)
|
||||
velocity.z = move_toward(velocity.z, 0, character_speed)
|
||||
#controlled_node.sync_velocity.rpc_id(1, velocity.x, velocity.y, velocity.z)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
move_and_slide()
|
Reference in New Issue
Block a user