63 lines
2.5 KiB
GDScript
63 lines
2.5 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
|
|
@export var snap_threshold: float = 2.0 # If desync is larger than this, snap faster
|
|
|
|
var previous_server_pos: Vector3 = Vector3.ZERO
|
|
# 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 - previous_server_pos) / delta
|
|
|
|
if server_velocity.length() < 0.1:
|
|
velocity = Vector3.ZERO # Stop predicting movement when nearly still
|
|
var distance_to_server = global_transform.origin.distance_to(server_pos)
|
|
if distance_to_server > snap_threshold:
|
|
# If the desync is too large, quickly correct it
|
|
global_transform.origin = server_pos
|
|
else:
|
|
# Otherwise, smoothly adjust position
|
|
global_transform.origin = global_transform.origin.lerp(server_pos, interpolation_speed * delta)
|
|
|
|
global_transform.origin += velocity * velocity_influence * delta
|
|
# Update stored velocity
|
|
velocity = velocity.lerp(server_velocity, delta * interpolation_speed)
|
|
previous_server_pos = server_pos
|
|
#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")
|