Better bullet sync
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@ -32,6 +32,9 @@ tracks/0/keys = {
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"values": [Vector3(0, 0, 0)]
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}
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[sub_resource type="Animation" id="Animation_fhivu"]
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resource_name = "idle"
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[sub_resource type="Animation" id="Animation_mkk0p"]
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resource_name = "move"
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length = 0.5
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@ -67,9 +70,6 @@ tracks/0/keys = {
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"values": [Vector3(0, 0, 0), Vector3(0, -0.01, -0.01), Vector3(0, 0, 0)]
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}
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[sub_resource type="Animation" id="Animation_fhivu"]
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resource_name = "idle"
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_u1b6p"]
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_data = {
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"RESET": SubResource("Animation_falg4"),
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@ -32,6 +32,7 @@ var look_dir: Vector2
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var moving = false
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func _ready() -> void:
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global_position = $"..".initial_position
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_add_legs_to_first_view()
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# -- TODO: It should not be hardcoded
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# Define a format string with placeholder '%s'
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var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
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@ -49,7 +50,7 @@ func _ready() -> void:
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func _input(event):
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if Input.is_action_just_pressed("jump"): jumping = true
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if Input.is_action_pressed("shoot"): shooting = true
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if Input.is_action_just_pressed("shoot"): shooting = true
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if Input.is_action_just_released("shoot"): shooting = false
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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look_dir = event.relative * 1
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@ -137,7 +138,8 @@ func _add_legs_to_first_view() -> Error :
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var skeleton: Skeleton3D = node.find_child("Skeleton3D")
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var bone := skeleton.find_bone("mixamorig_Spine")
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if bone != -1:
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skeleton.set_bone_pose_scale(bone, Vector3(0, 0, 0))
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print(bone)
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skeleton.set_bone_pose_scale(bone, Vector3(0.0001, 0.0001, 0.0001))
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add_child(node)
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var animation_node: AnimationPlayer = node.find_child("AnimationPlayer")
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if animation_node != null:
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