# --------------------------------------------------------------------- # 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()