WIP: Spawn bullets on the server and sync them
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@ -36,6 +36,7 @@ import/blender/enabled=false
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body=""
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target=""
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player_placeholder=""
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[input]
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@ -16,10 +16,11 @@ func _process(delta: float) -> void:
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func _on_head_collision_body_part_hit(dam: Variant) -> void:
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print("head is hit" + str(dam))
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#owner_placeholder.take_damage(dam)
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print(owner_placeholder)
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owner_placeholder.take_damage(dam)
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pass # Replace with function body.
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func _get_owner() -> CharacterBody3D:
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var owner_placeholder := find_parent("CharacterPlaceholder")
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var owner_placeholder := find_parent("PlayerPlaceholder*")
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return owner_placeholder
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@ -1344,7 +1344,7 @@ surface_material_override/0 = SubResource("StandardMaterial3D_j3emx")
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[node name="HitCollisions" type="Node3D" parent="Body/Armature/Skeleton3D"]
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[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Body/Armature/Skeleton3D"]
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transform = Transform3D(0.978017, -0.176546, -0.110973, 0.15839, 0.282801, 0.946011, -0.135631, -0.942791, 0.304547, -11.8203, 17.7472, -135.936)
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transform = Transform3D(0.978017, -0.176546, -0.110972, 0.15839, 0.282801, 0.94601, -0.135631, -0.942791, 0.304547, -11.8203, 17.7472, -135.936)
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bone_name = "mixamorig_Head"
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bone_idx = 5
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@ -1,6 +1,6 @@
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extends Area3D
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@export var damage: int = 100
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@export var damage: int = 20
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signal body_part_hit(dam)
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# Called when the node enters the scene tree for the first time.
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@ -14,6 +14,9 @@ properties/0/replication_mode = 1
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properties/1/path = NodePath(".:rotation")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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properties/2/path = NodePath(".:health")
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properties/2/spawn = true
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properties/2/replication_mode = 1
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[sub_resource type="Animation" id="Animation_falg4"]
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length = 0.001
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@ -149,7 +152,7 @@ grow_vertical = 0
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text = "100"
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label_settings = SubResource("LabelSettings_toaij")
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[node name="FPS" type="Label" parent="FirstPersonCameraMount/HUD"]
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[node name="FPS" type="Label" parent="FirstPersonCameraMount/HUD" groups=["player_placeholder"]]
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layout_mode = 1
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offset_right = 40.0
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offset_bottom = 23.0
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@ -16,7 +16,7 @@ func _ready() -> void:
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if multiplayer.is_server():
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for i in GameServerManager.players:
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char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
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char.name = str(GameServerManager.players[i].name)
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char.name = "PlayerPlaceholder" + str(GameServerManager.players[i].name)
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char.global_position = position
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var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
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char.global_position = position
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@ -22,6 +22,11 @@ func _process(delta):
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#ray.collision_mask = 1
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#ray.enabled = 1
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if ray.is_colliding():
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var collider = ray.get_collider()
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if collider != null and collider.is_in_group("target"):
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ray.get_collider().take_damage()
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if collider != null and collider.is_in_group("body"):
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ray.get_collider().hit()
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print("I got hit")
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rigid_body_3d.visible = false
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particles.emitting = true
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@ -3,7 +3,7 @@
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# ---------------------------------------------------------------------
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class_name PlayerInput extends CharacterBody3D
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var health: int = 100
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@export var health: int = 100
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@export_category("PlayerInput")
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