47 lines
1.7 KiB
GDScript
47 lines
1.7 KiB
GDScript
extends CharacterBody3D
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class_name CharacterWrapper
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@export var die_script: GDScript = null
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@export var owner_placeholder: CharacterBody3D = null
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@export var interpolation_speed: float = 50.0 # How quickly the model corrects position
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@export var velocity_influence: float = 1.0 # How much velocity is used for smoothing
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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set_multiplayer_authority(multiplayer.get_unique_id())
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global_position = owner_placeholder.global_position
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func _physics_process(delta: float) -> void:
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#if not is_on_floor():
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#velocity += get_gravity() * delta
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#global_position = owner_placeholder.global_position
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var server_pos = owner_placeholder.global_transform.origin
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var server_velocity = (server_pos - owner_placeholder.global_transform.origin) / delta
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velocity = owner_placeholder.velocity
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global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
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global_transform.origin += velocity * velocity_influence * delta
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velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
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#move_and_slide()
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# Set the owner placeholder, so the characters can send the requests to a node
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# it depends on
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func set_owner_placeholder(owner_placeholder: Node3D):
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owner_placeholder = owner_placeholder
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func die():
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push_warning("TODO: Implement ragdoll kind of dying and respawn character as an object")
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queue_free()
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func _on_area_body_part_hit(damage: int) -> void:
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# The owner node should be aware of how to take damage, so we need to
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# pass the value.
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if owner_placeholder:
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if owner_placeholder.has_method("take_damage"):
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owner_placeholder.take_damage(damage)
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else:
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push_warning("Node doesn't know how to take the damage")
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