killbox/godot/scenes/characters/character_wrapper.gd

47 lines
1.7 KiB
GDScript

extends CharacterBody3D
class_name CharacterWrapper
@export var die_script: GDScript = null
@export var owner_placeholder: CharacterBody3D = null
@export var interpolation_speed: float = 50.0 # 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")