116 lines
3.9 KiB
GDScript3
116 lines
3.9 KiB
GDScript3
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extends Node3D
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class_name PlayerPlaceholder
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@export var owner_id: int = 0
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@export var initial_position: Vector3 = Vector3(0, 0, 0)
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# -- Components
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@onready var client_node: CharacterBody3D = $PlayerControlledNode
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@onready var server_node: PlayerServerNode = $ServerControlledNode
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@export var character_speed: int = 5
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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set_multiplayer_authority(1)
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client_node.set_multiplayer_authority(owner_id)
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$PlayerControlledNode/CameraMount.set_multiplayer_authority(owner_id)
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switch_players_camera.rpc_id(owner_id)
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server_node.global_position = initial_position
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client_node.global_position = server_node.global_position
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client_node.rotation.y = server_node.rotation.y
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client_node.rotation.x = server_node.rotation.x
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if multiplayer.is_server():
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$Timer.start()
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if owner_id != multiplayer.get_unique_id():
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client_node.queue_free()
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else:
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pass
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#client_node._add_legs_to_first_view()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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#if desired_player_state.globa_position != real_player_state.globa_position:
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#desired_player_state.globa_position = real_player_state.globa_position
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pass
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func _physics_process(delta: float) -> void:
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pass
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@rpc("authority", "call_local", "reliable")
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func switch_players_camera():
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$PlayerControlledNode/CameraMount/Camera3D.make_current()
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func set_server_position(position: Vector3):
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initial_position = position
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func _on_Timer_timeout():
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$Timer.start()
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func _on_timer_timeout() -> void:
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if multiplayer.is_server():
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verify_position.rpc_id(owner_id)
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verify_rotation.rpc_id(owner_id)
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$Timer.start()
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pass # Replace with function body.
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@rpc("authority", "call_local")
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func verify_position():
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var desired_position: Vector3 = client_node.global_position
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send_position.rpc_id(1, desired_position.x, desired_position.y, desired_position.z)
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@rpc("any_peer", "call_local")
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func send_position(x: float, y: float, z: float):
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var desired_position: Vector3 = Vector3(x, y, z)
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if multiplayer.is_server():
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var real_position: Vector3 = server_node.global_position
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var difference: Vector3 = desired_position - real_position
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if is_vector_a_lower_than_b(difference, Vector3(0.3, 0.3, 0.3)):
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server_node.global_position = desired_position
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else:
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var new_position: Vector3 = desired_position.lerp(real_position, 0.5)
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adjust_position.rpc_id(owner_id, new_position.x, new_position.y, new_position.z)
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@rpc("authority", "call_local")
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func adjust_position(x: float, y: float, z: float):
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var desired_position: Vector3 = Vector3(x, y, z)
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if owner_id == multiplayer.get_unique_id():
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push_warning("player position is not valid, adjusting")
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client_node.global_position = desired_position
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@rpc("authority", "call_local")
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func verify_rotation():
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var desired_rotation: Vector3 = client_node.rotation
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send_rotation.rpc_id(1, desired_rotation.x, desired_rotation.y, desired_rotation.z)
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@rpc("any_peer", "call_local")
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func send_rotation(x: float, y: float, z: float):
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var desired_rotation: Vector3 = Vector3(x, y, z)
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if multiplayer.is_server():
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var real_rotation: Vector3 = server_node.rotation
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var difference: Vector3 = desired_rotation - real_rotation
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if is_vector_a_lower_than_b(difference, Vector3(0.3, 0.3, 0.3)):
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server_node.rotation = desired_rotation
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else:
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var new_rotation: Vector3 = desired_rotation.lerp(real_rotation, 0.5)
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adjust_rotation.rpc_id(owner_id, new_rotation.x, new_rotation.y, new_rotation.z)
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@rpc("any_peer", "call_local")
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func adjust_rotation(x: float, y: float, z: float):
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var desired_rotation: Vector3 = Vector3(x, y, z)
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if owner_id == multiplayer.get_unique_id():
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push_warning("player rotation is not valid, adjusting")
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client_node.rotation = desired_rotation
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func is_vector_a_lower_than_b(vec_a: Vector3, vec_b: Vector3) -> bool:
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return vec_a.x < vec_b.x and vec_a.y < vec_b.y and vec_a.z < vec_b.z
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