WIP: Add rust logic for the plater physics
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This commit is contained in:
2025-01-31 19:51:01 +01:00
parent f6141f0462
commit 221734d8c7
15 changed files with 459 additions and 15 deletions

View File

@@ -5,7 +5,7 @@ class_name PlayerPlaceholder
@export var initial_position: Vector3 = Vector3(0, 0, 0)
# -- Components
@onready var client_node: CharacterBody3D = $PlayerControlledNode
@onready var server_node: CharacterBody3D = $ServerControlledNode
@onready var server_node: PlayerServerNode = $ServerControlledNode
@export var character_speed: int = 5
@@ -16,6 +16,7 @@ func _ready() -> void:
client_node.set_multiplayer_authority(owner_id)
$PlayerControlledNode/CameraMount.set_multiplayer_authority(owner_id)
switch_players_camera.rpc_id(owner_id)
server_node.global_position = initial_position
client_node.global_position = server_node.global_position
client_node.rotation.y = server_node.rotation.y
client_node.rotation.x = server_node.rotation.x
@@ -25,7 +26,8 @@ func _ready() -> void:
if owner_id != multiplayer.get_unique_id():
client_node.queue_free()
else:
client_node._add_legs_to_first_view()
pass
#client_node._add_legs_to_first_view()
# Called every frame. 'delta' is the elapsed time since the previous frame.

View File

@@ -101,7 +101,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
shape = SubResource("CapsuleShape3D_taqso")
[node name="CameraMount" type="Node3D" parent="PlayerControlledNode"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29568, -0.340905)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29568, -0.412934)
[node name="Camera3D" type="Camera3D" parent="PlayerControlledNode/CameraMount"]
cull_mask = 524287
@@ -194,21 +194,31 @@ collide_with_areas = true
[node name="Node3D" type="Node3D" parent="PlayerControlledNode"]
[node name="ServerControlledNode" type="CharacterBody3D" parent="."]
[node name="ServerControlledNodeBak" type="CharacterBody3D" parent="."]
collision_layer = 4
script = ExtResource("3_f1bhn")
[node name="CollisionShape3D" type="CollisionShape3D" parent="ServerControlledNode"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
shape = SubResource("CapsuleShape3D_taqso")
[node name="Dummy" parent="ServerControlledNode" instance=ExtResource("6_e3cnh")]
[node name="Dummy" parent="ServerControlledNodeBak" instance=ExtResource("6_e3cnh")]
visible = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="ServerControlledNodeBak"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.57384, 0)
shape = SubResource("CapsuleShape3D_taqso")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_7vlrn")
[node name="Timer" type="Timer" parent="."]
wait_time = 0.1
[node name="ServerControlledNode" type="PlayerServerNode" parent="."]
collision_layer = 4
[node name="CollisionShape3D" type="CollisionShape3D" parent="ServerControlledNode"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
shape = SubResource("CapsuleShape3D_taqso")
[node name="CSGBox3D" type="CSGBox3D" parent="ServerControlledNode"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.47058, 0)
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]

View File

@@ -54,10 +54,11 @@ func _input(event):
camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
server_node.set_rotation_y.rpc_id(1, rotation.y)
server_node.set_rotation_x.rpc_id(1, rotation.x)
#server_node.set_input_direction.rpc_id(1, rotation.x, rotation.y)
@onready var server_node: ServerControlledPlayer = $"../ServerControlledNode"
@onready var server_node: PlayerServerNode = $"../ServerControlledNode"
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
func _physics_process(delta: float) -> void:
if multiplayer.get_unique_id() == get_multiplayer_authority():
if !paused:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
@@ -75,13 +76,14 @@ func _process(delta: float) -> void:
var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
if is_on_floor():
if direction:
first_view_legs_anim.play("Run Forward")
#first_view_legs_anim.play("Run Forward")
gun_mount_anim.play("move")
velocity.x = direction.x * placeholder.character_speed
velocity.z = direction.z * placeholder.character_speed
else:
velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
func _process(delta: float) -> void:
move_and_slide()

View File

@@ -3,7 +3,8 @@ extends CharacterBody3D
const JUMP_VELOCITY = 4.5
func _ready() -> void:
global_position = $"..".initial_position
pass
@export_category("ServerControlledPlayer")
@onready var placeholder: Node3D = $'..'
@@ -20,13 +21,14 @@ func set_rotation_y(new_rotation_y: float):
@rpc("call_local", "any_peer", "unreliable_ordered")
func set_rotation_x(new_rotation_x: float):
$"..".rotation.x = new_rotation_x
rotation.x = new_rotation_x
@rpc("call_local", "any_peer", "unreliable_ordered")
func jump():
jumping = true
var jumping := false
func _physics_process(delta: float) -> void:
func _process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
if is_on_floor() && jumping:
@@ -41,4 +43,6 @@ func _physics_process(delta: float) -> void:
else:
velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
func _physics_process(delta: float) -> void:
move_and_slide()