extends Node3D class_name ServerNode var jumping := false var input_direction: Vector2 @export var owner_id: int = 0 @onready var camera_mount: Node3D = $SharedNode/CameraMount @onready var shared_node: CharacterBody3D = $SharedNode func _ready() -> void: shared_node.set_collision_layer_value(3, true) shared_node.set_collision_mask_value(1, true) shared_node.set_collision_mask_value(3, true) # Deploy a local controller node func _physics_process(delta: float) -> void: 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) shared_node.move_and_slide() @rpc("any_peer", "call_local", "unreliable") func jump(): jumping = true @rpc("any_peer", "call_local", "unreliable") func set_input_direction(new_input_direction: Vector2): input_direction = new_input_direction @rpc("any_peer", "call_local", "unreliable") func set_rotation_x(x: float): camera_mount.rotation.x = x @rpc("any_peer", "call_local", "unreliable") func set_rotation_y(y: float): shared_node.rotation.y = y