extends CharacterBody3D class_name CharacterWrapper @export var die_script: GDScript = null @export var owner_placeholder: CharacterBody3D = null @export var interpolation_speed: float = 10.0 # How quickly the model corrects position @export var velocity_influence: float = 1.0 # How much velocity is used for smoothing # Called when the node enters the scene tree for the first time. func _ready() -> void: set_multiplayer_authority(multiplayer.get_unique_id()) global_position = owner_placeholder.global_position func _physics_process(delta: float) -> void: #if not is_on_floor(): #velocity += get_gravity() * delta #global_position = owner_placeholder.global_position var server_pos = owner_placeholder.global_transform.origin var server_velocity = (server_pos - owner_placeholder.global_transform.origin) / delta velocity = owner_placeholder.velocity global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta) global_transform.origin += velocity * velocity_influence * delta velocity = velocity.lerp(server_velocity, delta * interpolation_speed) move_and_slide() # Set the owner placeholder, so the characters can send the requests to a node # it depends on func set_owner_placeholder(owner_placeholder: Node3D): owner_placeholder = owner_placeholder func die(): push_warning("TODO: Implement ragdoll kind of dying and respawn character as an object") queue_free() func _on_area_body_part_hit(damage: int) -> void: # The owner node should be aware of how to take damage, so we need to # pass the value. if owner_placeholder: if owner_placeholder.has_method("take_damage"): owner_placeholder.take_damage(damage) else: push_warning("Node doesn't know how to take the damage")