# --------------------------------------------------------------------- # 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 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: 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 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() 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 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 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, shared_node.rotation.x) controlled_node.set_rotation_y.rpc_id(1, shared_node.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 input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") 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) controlled_node.set_input_direction.rpc_id(1, input_direction) 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 var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized() if shared_node.is_on_floor(): if direction: #first_view_legs_anim.play("Run Forward") 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) func _process(delta: float) -> void: shared_node.move_and_slide()