WIP: Some updates
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@ -39,9 +39,9 @@ func _ready() -> void:
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hud_camera = hud.camera
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gun_mount = hud.gun_mount
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_load_weapon()
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for child in controlled_node.find_child("Model").find_children("*"):
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if child is MeshInstance3D:
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child.set_layer_mask_value(1, false)
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#for child in controlled_node.find_child("Model").find_children("*"):
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#if child is MeshInstance3D:
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#child.set_layer_mask_value(1, false)
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# Load the default weapon and set the current attack properties
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func _load_weapon() -> void:
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@ -64,19 +64,17 @@ func initial_position_sync():
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func _input(event):
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if Input.is_action_just_pressed("jump"): jump()
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if Input.is_action_just_released("shoot"): shooting = false
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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look_dir = event.relative * 1
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shared_node.rotation.y -= look_dir.x * camera_sens * 1.0
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camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
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controlled_node.set_rotation_x.rpc_id(1, camera_mount.rotation.x)
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controlled_node.set_rotation_y.rpc_id(1, shared_node.rotation.y)
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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_backward"):
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moving = true
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else:
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moving = false
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input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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controlled_node.set_input_direction.rpc_id(1, input_direction)
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if Input.is_action_just_pressed("shoot"): shooting = true
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if Input.is_action_just_released("shoot"): shooting = false
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@ -23,12 +23,7 @@ func _ready() -> void:
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shared_node.set_collision_mask_value(3, true)
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map_controller = find_parent("Map")
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_load_weapon()
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var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")
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var model: CharacterWrapper = model_scene.instantiate()
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model.global_position = shared_node.global_position
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model.set_owner_placeholder(shared_node)
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shared_node.add_child(model)
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map_controller.spawn_player_model(shared_node)
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# Load the default weapon and set the current attack properties
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func _load_weapon() -> void:
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@ -55,12 +50,10 @@ func _physics_process(delta: float) -> void:
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var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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if shared_node.is_on_floor():
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if direction:
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$SharedNode/Character/Model/AnimationPlayer.play("riffle_run")
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#first_view_legs_anim.play("Run Forward")
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shared_node.velocity.x = direction.x * consts.DEFAULT_CHARACTER_SPEED
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shared_node.velocity.z = direction.z * consts.DEFAULT_CHARACTER_SPEED
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else:
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$SharedNode/Character/Model/AnimationPlayer.play("riffle_idle")
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shared_node.velocity.x = move_toward(shared_node.velocity.x, 0, consts.DEFAULT_CHARACTER_SPEED)
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shared_node.velocity.z = move_toward(shared_node.velocity.z, 0, consts.DEFAULT_CHARACTER_SPEED)
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shared_node.move_and_slide()
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@ -1,39 +1,29 @@
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[gd_scene load_steps=6 format=3 uid="uid://clq0b7tbincut"]
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[gd_scene load_steps=4 format=3 uid="uid://clq0b7tbincut"]
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[ext_resource type="Script" path="res://scenes/player/server_node.gd" id="1_bau14"]
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[ext_resource type="PackedScene" uid="uid://cirun2v34nfpg" path="res://scenes/player/shared_node.tscn" id="1_ybp5y"]
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[ext_resource type="PackedScene" uid="uid://ddwrs0so7swxn" path="res://scenes/characters/y-bot/character.tscn" id="3_eykxo"]
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_2dhi2"]
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properties/0/path = NodePath("SharedNode:position")
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properties/0/path = NodePath("SharedNode:rotation")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/1/path = NodePath("SharedNode:rotation")
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properties/1/path = NodePath(".:owner_id")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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properties/2/path = NodePath(".:owner_id")
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properties/1/replication_mode = 2
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properties/2/path = NodePath(".:input_direction")
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properties/2/spawn = true
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properties/2/replication_mode = 2
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properties/3/path = NodePath(".:input_direction")
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properties/2/replication_mode = 1
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properties/3/path = NodePath(".:jumping")
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properties/3/spawn = true
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properties/3/replication_mode = 0
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properties/4/path = NodePath(".:jumping")
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properties/4/spawn = true
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properties/4/replication_mode = 0
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_8la7e"]
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properties/0/path = NodePath("SharedNode:position")
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properties/0/spawn = false
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properties/0/replication_mode = 0
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properties/3/replication_mode = 1
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[node name="ServerNode" type="Node3D"]
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script = ExtResource("1_bau14")
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[node name="SharedNode" parent="." instance=ExtResource("1_ybp5y")]
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[node name="Character" parent="SharedNode" instance=ExtResource("3_eykxo")]
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transform = Transform3D(-1, 0, 8.74228e-08, 0, 1, 0, -8.74228e-08, 0, -1, 0, 0, 0)
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visible = false
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[node name="CSGBox3D" type="CSGBox3D" parent="SharedNode"]
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transform = Transform3D(0.190118, 0, 0, 0, 0.190118, 0, 0, 0, 0.190118, 0, 1.62415, -2.41805)
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[node name="MainSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_2dhi2")
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@ -43,10 +33,4 @@ visibility_update_mode = 1
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wait_time = 0.1
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autostart = true
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[node name="PositionSync" type="MultiplayerSynchronizer" parent="."]
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replication_interval = 0.05
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delta_interval = 0.05
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replication_config = SubResource("SceneReplicationConfig_8la7e")
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visibility_update_mode = 1
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[connection signal="timeout" from="ReconciliationTimer" to="." method="_on_reconciliation_timer_timeout"]
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