WIP: Add basic ragdoll
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@ -17,6 +17,7 @@ var mouse_captured: bool = false
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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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var model: Node3D = null
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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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@ -42,33 +43,50 @@ func _ready() -> void:
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err = _add_legs_to_first_view()
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if err != OK:
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print("Error occured: " + str(err))
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var world_model := _add_world_model()
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if world_model == null:
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print("Error occured: " + "couldn't load the world model")
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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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var world_model := _add_world_model()
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if world_model == null:
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print("Error occured: " + "couldn't load the world model")
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_hide_camera_mount()
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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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func _add_world_model() -> Node3D :
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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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push_error(ERR_DOES_NOT_EXIST)
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return null
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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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push_error(ERR_CANT_OPEN)
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return null
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var node: Node3D = scene.instantiate()
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model = node
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model_mount.add_child(node)
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return OK
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if _is_current_player():
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node.make_invisible()
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first_view_camera.cull_mask &= ~(1 << 1)
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return node
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func _hide_camera_mount() :
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func _hide_camera_mount():
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first_view_camera_mount.visible = 0
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hud.visible = 0
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func make_node_invisible_for_camera(node: Node3D, camera: Camera3D):
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if node and camera:
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# Set the node to Layer 2 (or any other layer you want)
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node.visibility_layer = 1 << 1 # Assign the node to Layer 2
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# Disable Layer 2 on the camera's culling mask (this makes it invisible to this camera)
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camera.cull_mask &= ~(1 << 1) # Disable Layer 2 on this camera
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var current_gun: String = "ak"
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@onready var gun_mount: Node3D = $FirstPersonCameraMount/GunMount
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@ -172,7 +190,11 @@ func _process(delta: float) -> void:
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health_indicator.text = str(health)
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fps_indicator.text = str(Engine.get_frames_per_second())
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if health == 0:
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alive = false
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model.reparent(get_tree().get_root())
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model.die()
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queue_free()
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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@ -203,8 +225,8 @@ func _physics_process(delta: float) -> void:
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first_view_legs_anim.stop()
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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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if alive:
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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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