161 lines
5.1 KiB
GDScript
161 lines
5.1 KiB
GDScript
# ---------------------------------------------------------------------
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# This script is supposed to control the node that is rendered on the
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# client side, and send the changes to the server node
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# ---------------------------------------------------------------------
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extends Node3D
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class_name PlayerNode
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var jumping: bool = false
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var shooting: bool = false
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var moving: bool = false
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var look_dir: Vector2
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var input_direction: Vector2
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var camera_sens: float = 0.002
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const JUMP_VELOCITY = 4.5
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var character_speed: int = 5
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var controlled_node: ServerNode = null
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@export var owner_id: int
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@onready var shared_node: CharacterBody3D = $SharedNode
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@onready var camera_mount: Node3D = $SharedNode/CameraMount
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@onready var camera: Camera3D = $SharedNode/CameraMount/Camera3D
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var hud: Hud
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var hud_camera: Camera3D
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var gun_mount: Node3D
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const DEFAULT_WEAPON := "ak"
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var first_slot_weapon: WeaponController
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func _ready() -> void:
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set_multiplayer_authority(multiplayer.get_unique_id())
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shared_node.set_collision_layer_value(2, true)
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shared_node.set_collision_mask_value(1, true)
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shared_node.set_collision_mask_value(2, true)
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camera.make_current()
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var hud_scene: PackedScene = ResourceLoader.load("res://scenes/player/hud.tscn")
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hud = hud_scene.instantiate()
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camera.add_child(hud)
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hud_camera = hud.camera
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gun_mount = hud.gun_mount
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_load_weapon()
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#for child in controlled_node.find_child("Model").find_children("*"):
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#if child is MeshInstance3D:
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#child.set_layer_mask_value(1, false)
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# Load the default weapon and set the current attack properties
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func _load_weapon() -> void:
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var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
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var path := path_tmpl % DEFAULT_WEAPON
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var scene: PackedScene = ResourceLoader.load(path)
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var node: WeaponController = scene.instantiate()
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first_slot_weapon = node
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for child in node.find_children("*"):
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if child is MeshInstance3D:
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child.set_layer_mask_value(1, false)
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#first_slot_weapon.position = Vector3(-1, -1, -1)
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hud.find_child("GunMount").add_child(first_slot_weapon)
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func initial_position_sync():
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shared_node.global_position = controlled_node.shared_node.global_position
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shared_node.rotation = controlled_node.shared_node.rotation
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func _input(event):
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if Input.is_action_just_pressed("jump"):
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jump()
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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look_dir = event.relative * 1
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shared_node.rotation.y -= look_dir.x * camera_sens * 1.0
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camera_mount.rotation.x = clamp(
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camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5
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)
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controlled_node.set_rotation_x.rpc_id(1, camera_mount.rotation.x)
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controlled_node.set_rotation_y.rpc_id(1, shared_node.rotation.y)
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input_direction = Input.get_vector(
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"move_left", "move_right", "move_forward", "move_backward"
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)
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controlled_node.set_input_direction.rpc_id(1, input_direction)
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if Input.is_action_just_pressed("shoot"):
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shooting = true
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if Input.is_action_just_released("shoot"):
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shooting = false
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func jump():
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jumping = true
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controlled_node.jump.rpc_id(1)
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func _physics_process(delta: float) -> void:
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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if not shared_node.is_on_floor():
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shared_node.velocity += shared_node.get_gravity() * delta
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if shared_node.is_on_floor() && jumping:
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shared_node.velocity.y = consts.DEFAULT_JUMP_VELOCITY
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#if shooting:
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jumping = false
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if shooting:
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controlled_node.shoot.rpc_id(1)
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first_slot_weapon.shoot()
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var direction := (
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(shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y))
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. normalized()
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)
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if shared_node.is_on_floor():
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if direction:
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shared_node.velocity.x = direction.x * consts.DEFAULT_CHARACTER_SPEED
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shared_node.velocity.z = direction.z * consts.DEFAULT_CHARACTER_SPEED
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else:
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shared_node.velocity.x = move_toward(
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shared_node.velocity.x, 0, consts.DEFAULT_CHARACTER_SPEED
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)
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shared_node.velocity.z = move_toward(
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shared_node.velocity.z, 0, consts.DEFAULT_CHARACTER_SPEED
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)
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hud_camera.global_position = global_position
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func _process(delta: float) -> void:
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shared_node.move_and_slide()
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# -- This rpc should be called by the server in order to
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# -- make the client send its position to the server
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@rpc("any_peer", "call_local", "reliable")
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func verify_position() -> void:
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var desired_position: Vector3 = shared_node.global_position
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controlled_node.send_position.rpc_id(1, desired_position)
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@rpc("authority", "call_local")
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func adjust_position(x: float, y: float, z: float):
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var new_position: Vector3 = Vector3(x, y, z)
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shared_node.global_position = new_position
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@rpc("any_peer", "call_local", "reliable")
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func verify_rotation() -> void:
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var desired_rotation: Vector3 = shared_node.global_rotation
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controlled_node.send_rotation.rpc_id(
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1, desired_rotation.x, desired_rotation.y, desired_rotation.z
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)
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@rpc("authority", "call_local")
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func adjust_rotation(x: float, y: float, z: float):
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var new_rotation: Vector3 = Vector3(x, y, z)
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shared_node.rotation = new_rotation
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