# --------------------------------------------------------------------- # This script is supposed to control the node that is rendered on the # client side, and send the changes to the server node # --------------------------------------------------------------------- extends Node3D class_name PlayerNode 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: ServerNode = null @export var owner_id: int @onready var shared_node: CharacterBody3D = $SharedNode @onready var camera_mount: Node3D = $SharedNode/CameraMount @onready var camera: Camera3D = $SharedNode/CameraMount/Camera3D var hud: Hud var hud_camera: Camera3D var gun_mount: Node3D const DEFAULT_WEAPON := "ak" var first_slot_weapon: WeaponController func _ready() -> void: set_multiplayer_authority(multiplayer.get_unique_id()) shared_node.set_collision_layer_value(2, true) shared_node.set_collision_mask_value(1, true) shared_node.set_collision_mask_value(2, true) camera.make_current() var hud_scene: PackedScene = ResourceLoader.load("res://scenes/player/hud.tscn") hud = hud_scene.instantiate() camera.add_child(hud) hud_camera = hud.camera gun_mount = hud.gun_mount _load_weapon() #for child in controlled_node.find_child("Model").find_children("*"): #if child is MeshInstance3D: #child.set_layer_mask_value(1, false) # Load the default weapon and set the current attack properties func _load_weapon() -> void: var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn" var path := path_tmpl % DEFAULT_WEAPON var scene: PackedScene = ResourceLoader.load(path) var node: WeaponController = scene.instantiate() first_slot_weapon = node for child in node.find_children("*"): if child is MeshInstance3D: child.set_layer_mask_value(1, false) #first_slot_weapon.position = Vector3(-1, -1, -1) hud.find_child("GunMount").add_child(first_slot_weapon) func initial_position_sync(): shared_node.global_position = controlled_node.shared_node.global_position shared_node.rotation = controlled_node.shared_node.rotation func _input(event): if multiplayer.get_unique_id() == get_multiplayer_authority(): if Input.is_action_just_pressed("jump"): jump() if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: look_dir = event.relative * 1 shared_node.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, camera_mount.rotation.x) controlled_node.set_rotation_y.rpc_id(1, shared_node.rotation.y) input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") controlled_node.set_input_direction.rpc_id(1, input_direction) if Input.is_action_just_pressed("shoot"): shooting = true if Input.is_action_just_released("shoot"): shooting = 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) if not shared_node.is_on_floor(): shared_node.velocity += shared_node.get_gravity() * delta if shared_node.is_on_floor() && jumping: shared_node.velocity.y = consts.DEFAULT_JUMP_VELOCITY #if shooting: jumping = false if shooting: controlled_node.shoot.rpc_id(1) first_slot_weapon.shoot() var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized() if shared_node.is_on_floor(): if direction: shared_node.velocity.x = direction.x * consts.DEFAULT_CHARACTER_SPEED shared_node.velocity.z = direction.z * consts.DEFAULT_CHARACTER_SPEED else: shared_node.velocity.x = move_toward(shared_node.velocity.x, 0, consts.DEFAULT_CHARACTER_SPEED) shared_node.velocity.z = move_toward(shared_node.velocity.z, 0, consts.DEFAULT_CHARACTER_SPEED) hud_camera.global_position = global_position func _process(delta: float) -> void: shared_node.move_and_slide() # -- This rpc should be called by the server in order to # -- make the client send its position to the server @rpc("any_peer", "call_local", "reliable") func verify_position() -> void: var desired_position: Vector3 = shared_node.global_position controlled_node.send_position.rpc_id(1, desired_position) @rpc("authority", "call_local") func adjust_position(x: float, y: float, z: float): var new_position: Vector3 = Vector3(x, y, z) shared_node.global_position = new_position @rpc("any_peer", "call_local", "reliable") func verify_rotation() -> void: var desired_rotation: Vector3 = shared_node.global_rotation controlled_node.send_rotation.rpc_id(1, desired_rotation.x, desired_rotation.y, desired_rotation.z) @rpc("authority", "call_local") func adjust_rotation(x: float, y: float, z: float): var new_rotation: Vector3 = Vector3(x, y, z) shared_node.rotation = new_rotation