killbox/scenes_old/player/player_node.gd

136 lines
5.0 KiB
GDScript

# ---------------------------------------------------------------------
# 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 PlayerNode
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
var hud: Hud
var hud_camera: Camera3D
var gun_mount: Node3D
const DEFAULT_WEAPON := "ak"
var first_slot_weapon: WeaponController
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()
var hud_scene: PackedScene = ResourceLoader.load("res://scenes/player/hud.tscn")
hud = hud_scene.instantiate()
camera.add_child(hud)
hud_camera = hud.camera
gun_mount = hud.gun_mount
_load_weapon()
#for child in controlled_node.find_child("Model").find_children("*"):
#if child is MeshInstance3D:
#child.set_layer_mask_value(1, false)
# Load the default weapon and set the current attack properties
func _load_weapon() -> void:
var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
var path := path_tmpl % DEFAULT_WEAPON
var scene: PackedScene = ResourceLoader.load(path)
var node: WeaponController = scene.instantiate()
first_slot_weapon = node
for child in node.find_children("*"):
if child is MeshInstance3D:
child.set_layer_mask_value(1, false)
#first_slot_weapon.position = Vector3(-1, -1, -1)
hud.find_child("GunMount").add_child(first_slot_weapon)
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 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, camera_mount.rotation.x)
controlled_node.set_rotation_y.rpc_id(1, shared_node.rotation.y)
input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
controlled_node.set_input_direction.rpc_id(1, input_direction)
if Input.is_action_just_pressed("shoot"): shooting = true
if Input.is_action_just_released("shoot"): shooting = 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)
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
if shooting:
controlled_node.shoot.rpc_id(1)
first_slot_weapon.shoot()
var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
if shared_node.is_on_floor():
if direction:
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)
hud_camera.global_position = global_position
func _process(delta: float) -> void:
shared_node.move_and_slide()
# -- This rpc should be called by the server in order to
# -- make the client send its position to the server
@rpc("any_peer", "call_local", "reliable")
func verify_position() -> void:
var desired_position: Vector3 = shared_node.global_position
controlled_node.send_position.rpc_id(1, desired_position)
@rpc("authority", "call_local")
func adjust_position(x: float, y: float, z: float):
var new_position: Vector3 = Vector3(x, y, z)
shared_node.global_position = new_position
@rpc("any_peer", "call_local", "reliable")
func verify_rotation() -> void:
var desired_rotation: Vector3 = shared_node.global_rotation
controlled_node.send_rotation.rpc_id(1, desired_rotation.x, desired_rotation.y, desired_rotation.z)
@rpc("authority", "call_local")
func adjust_rotation(x: float, y: float, z: float):
var new_rotation: Vector3 = Vector3(x, y, z)
shared_node.rotation = new_rotation