WIP: Add rust logic for the plater physics
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@@ -5,7 +5,7 @@ class_name PlayerPlaceholder
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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: CharacterBody3D = $ServerControlledNode
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@onready var server_node: PlayerServerNode = $ServerControlledNode
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@export var character_speed: int = 5
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@@ -16,6 +16,7 @@ func _ready() -> void:
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client_node.set_multiplayer_authority(owner_id)
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$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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@@ -25,7 +26,8 @@ func _ready() -> void:
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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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client_node._add_legs_to_first_view()
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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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@@ -101,7 +101,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
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shape = SubResource("CapsuleShape3D_taqso")
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[node name="CameraMount" type="Node3D" parent="PlayerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29568, -0.340905)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29568, -0.412934)
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[node name="Camera3D" type="Camera3D" parent="PlayerControlledNode/CameraMount"]
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cull_mask = 524287
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@@ -194,21 +194,31 @@ collide_with_areas = true
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[node name="Node3D" type="Node3D" parent="PlayerControlledNode"]
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[node name="ServerControlledNode" type="CharacterBody3D" parent="."]
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[node name="ServerControlledNodeBak" type="CharacterBody3D" parent="."]
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collision_layer = 4
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script = ExtResource("3_f1bhn")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="ServerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
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shape = SubResource("CapsuleShape3D_taqso")
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[node name="Dummy" parent="ServerControlledNode" instance=ExtResource("6_e3cnh")]
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[node name="Dummy" parent="ServerControlledNodeBak" instance=ExtResource("6_e3cnh")]
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visible = false
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[node name="CollisionShape3D" type="CollisionShape3D" parent="ServerControlledNodeBak"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.57384, 0)
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shape = SubResource("CapsuleShape3D_taqso")
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_7vlrn")
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.1
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[node name="ServerControlledNode" type="PlayerServerNode" parent="."]
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collision_layer = 4
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[node name="CollisionShape3D" type="CollisionShape3D" parent="ServerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
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shape = SubResource("CapsuleShape3D_taqso")
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[node name="CSGBox3D" type="CSGBox3D" parent="ServerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.47058, 0)
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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@@ -54,10 +54,11 @@ func _input(event):
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camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
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server_node.set_rotation_y.rpc_id(1, rotation.y)
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server_node.set_rotation_x.rpc_id(1, rotation.x)
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#server_node.set_input_direction.rpc_id(1, rotation.x, rotation.y)
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@onready var server_node: ServerControlledPlayer = $"../ServerControlledNode"
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@onready var server_node: PlayerServerNode = $"../ServerControlledNode"
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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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func _physics_process(delta: float) -> void:
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if !paused:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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@@ -75,13 +76,14 @@ func _process(delta: float) -> void:
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var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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if is_on_floor():
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if direction:
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first_view_legs_anim.play("Run Forward")
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#first_view_legs_anim.play("Run Forward")
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gun_mount_anim.play("move")
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velocity.x = direction.x * placeholder.character_speed
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velocity.z = direction.z * placeholder.character_speed
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else:
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velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
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velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
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func _process(delta: float) -> void:
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move_and_slide()
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@@ -3,7 +3,8 @@ extends CharacterBody3D
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const JUMP_VELOCITY = 4.5
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func _ready() -> void:
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global_position = $"..".initial_position
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pass
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@export_category("ServerControlledPlayer")
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@onready var placeholder: Node3D = $'..'
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@@ -20,13 +21,14 @@ func set_rotation_y(new_rotation_y: float):
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@rpc("call_local", "any_peer", "unreliable_ordered")
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func set_rotation_x(new_rotation_x: float):
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$"..".rotation.x = new_rotation_x
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rotation.x = new_rotation_x
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@rpc("call_local", "any_peer", "unreliable_ordered")
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func jump():
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jumping = true
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var jumping := false
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func _physics_process(delta: float) -> void:
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func _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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if is_on_floor() && jumping:
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@@ -41,4 +43,6 @@ func _physics_process(delta: float) -> void:
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else:
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velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
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velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
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func _physics_process(delta: float) -> void:
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move_and_slide()
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