killbox/godot/scenes/characters/character_wrapper.gd

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")