Add a world model and refactor the controller
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@ -14,6 +14,7 @@ class_name Player extends CharacterBody3D
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@onready var upper_torso_default_position: Vector3 = upper_torso.position
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@export var ANIMATION_PLAYER : AnimationPlayer
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@onready var body: Node3D = $RealBody
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var jumping: bool = false
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var mouse_captured: bool = false
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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@ -32,6 +33,10 @@ var is_crouch: bool = false
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func _ready() -> void:
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$"../MultiplayerSynchronizer".set_multiplayer_authority(str($"..".name).to_int())
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# If player is not the current player, we need to add a model
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if str($"..".name).to_int() != multiplayer.get_unique_id():
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var dummy = ResourceLoader.load("res://scenes/characters/blue/dummy.tscn").instantiate()
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add_child(dummy)
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enable_camera()
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capture_mouse()
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#print("I am " + str(multiplayer.get_unique_id()) + "I'm controling " + str($"../MultiplayerSynchronizer".get_multiplayer_authority()))
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@ -42,7 +47,8 @@ func _unhandled_input(event: InputEvent) -> void:
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if mouse_captured: _rotate_camera()
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if Input.is_action_just_pressed("jump"): jumping = true
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if Input.is_action_just_pressed("exit"): get_tree().quit()
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if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
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if str($"..".name).to_int() == multiplayer.get_unique_id():
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if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
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if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
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if Input.is_action_just_pressed("crouch"): crouch()
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if Input.is_action_just_released("crouch"): uncrouch()
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@ -66,8 +72,9 @@ func release_mouse() -> void:
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mouse_captured = false
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func _rotate_camera(sens_mod: float = 1.0) -> void:
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character.rotation.y -= look_dir.x * camera_sens * sens_mod
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camera.rotation.x = clamp(camera.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5)
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if str($"..".name).to_int() == multiplayer.get_unique_id():
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character.rotation.y -= look_dir.x * camera_sens * sens_mod
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camera.rotation.x = clamp(camera.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5)
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func _handle_joypad_camera_rotation(delta: float, sens_mod: float = 1.0) -> void:
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var joypad_dir: Vector2 = Input.get_vector("look_left","look_right","look_up","look_down")
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@ -84,7 +91,7 @@ func _walk(delta: float) -> Vector3:
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var cur_speed: float
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if is_crouch:
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cur_speed = speed / 3
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#upper_torso.position.y -= 10
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#upper_torso.position.y -= 10
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else:
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cur_speed = speed
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if Input.is_action_pressed("silent_walk"):
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159
scripts/player/player_input_contrller.gd
Normal file
159
scripts/player/player_input_contrller.gd
Normal file
@ -0,0 +1,159 @@
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# ---------------------------------------------------------------------
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# This script is supposed to handle character movement logic
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# ---------------------------------------------------------------------
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class_name PlayerInput extends CharacterBody3D
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@export_category("PlayerInput")
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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var mouse_captured: bool = false
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@onready var player_synchronizer: MultiplayerSynchronizer = $PlayerSynchronizer
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@onready var first_view_camera_mount: Node3D = $FirstPersonCameraMount
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@onready var first_view_camera: Camera3D = $FirstPersonCameraMount/Camera
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@onready var model_mount: Node3D = $ModelMount
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# -- This node is supposed to be spawned per player, and since each
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# -- player has an id, it is used for giving a node a name. So we can
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# -- use it here to tell a controlled node from the rest models
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@onready var owner_id: int = str($".".name).to_int()
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var multiplayer_id: int = 0
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# -- Character state
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var alive: bool = true
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func _ready() -> void:
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player_synchronizer.set_multiplayer_authority(owner_id)
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multiplayer_id = multiplayer.get_unique_id()
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# -- Separate logic for player and other models that are controlled
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# -- by other players on the server
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# -- TODO: If player is alive, it must not be able to see other
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# -- cameras, but if player is dead, it must be able to
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# -- switch between other players
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if _is_current_player():
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var err := _add_first_view_model()
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if err != OK:
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print("Error occured: " + str(err))
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_enable_camera()
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else:
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var err := _add_world_model()
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if err != OK:
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print("Error occured: " + str(err))
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_capture_mouse()
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# -- Add a world model to the player, that should be seen by other players
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# -- on the server
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func _add_world_model() -> Error :
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# -- TODO: It should not be hardcoded
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var path := "res://scenes/characters/blue/dummy.tscn"
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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model_mount.add_child(node)
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return OK
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# -- Add the first person view to pthe player
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func _add_first_view_model() -> Error :
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# -- TODO: It should not be hardcoded
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var path := "res://scenes/characters/first_person_view.tscn"
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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first_view_camera.add_child(node)
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return OK
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func _enable_camera():
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first_view_camera.make_current()
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func _capture_mouse() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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mouse_captured = true
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func _release_mouse() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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mouse_captured = false
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# -- Does the peer own the node
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func _is_current_player() -> bool:
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if owner_id == multiplayer_id:
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return true
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return false
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# ---------------------------------------------------------------------
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# -- Input controller
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# ---------------------------------------------------------------------
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var move_dir: Vector2 # Input direction for movement
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var look_dir: Vector2 # Input direction for look/aim
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var walk_vel: Vector3 # Walking velocity
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var grav_vel: Vector3 # Gravity velocity
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var jump_vel: Vector3 # Jumping velocity
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@export_range(0.1, 3.0, 0.1) var jump_height: float = 1 # m
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@export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1
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func _unhandled_input(event: InputEvent) -> void:
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if _is_current_player():
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if event is InputEventMouseMotion:
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look_dir = event.relative * 0.001
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if mouse_captured: _rotate_camera()
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#if Input.is_action_just_pressed("jump"): jumping = true
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if Input.is_action_just_pressed("exit"): get_tree().quit()
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if Input.is_action_pressed("shot"): _shoot()
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#if str($"..".name).to_int() == multiplayer.get_unique_id():
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#if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
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#if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
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func _rotate_camera(sens_mod: float = 1.0) -> void:
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#if str($"..".name).to_int() == multiplayer.get_unique_id():
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rotation.y -= look_dir.x * camera_sens * sens_mod
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first_view_camera_mount.rotation.x = clamp(first_view_camera_mount.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5)
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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#var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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# -- It shouldn't be possible to change direction during the jumps
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if is_on_floor():
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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# -- TODO: It shouldn't be hardcoded
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var bullet = load("res://scenes/weapon/bullet.tscn")
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@onready var shooting_raycast: RayCast3D = $FirstPersonCameraMount/RayCast3D
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@onready var bullet_starting_point: Node3D = $FirstPersonCameraMount/BulletStartingPoint
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func _shoot():
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print("shooting")
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var root := get_tree().get_root()
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#if !gun_anim.is_playing():
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#gun_anim.play("Shoot")
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var node: Node3D = bullet.instantiate()
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node.position = bullet_starting_point.global_position
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node.transform.basis = bullet_starting_point.global_transform.basis
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root.add_child(node)
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