Fix the aiming and bullet creation
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@ -7,6 +7,7 @@
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extends CharacterBody3D
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@export var jumping := false
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var shooting := false
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@export var input_direction := Vector2()
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@onready var camera_mount = $CameraMount
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@ -28,6 +29,7 @@ var current_weapon_damage: int
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var current_weapon_bullet_speed: int
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var current_weapon_cooldown_interwal: float
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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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# -- TODO: It should not be hardcoded
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@ -37,7 +39,7 @@ func _ready() -> void:
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var scene: PackedScene = ResourceLoader.load(path)
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var node: Node3D = scene.instantiate()
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node.scale = Vector3(0.5,0.5,0.5)
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node.position = Vector3(0.5, -0.5, -1.5)
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node.position = Vector3(-0.3, -0.4, 0)
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current_weapon_bullet_speed = node.bullet_speed
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current_weapon_cooldown_interwal = node.cooldown
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current_weapon_damage = node.damage
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@ -47,14 +49,19 @@ 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_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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rotation.y -= look_dir.x * camera_sens * 1.0
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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_rotation_x.rpc_id(1, -camera_mount.rotation.x)
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#server_node.set_input_direction.rpc_id(1, rotation.x, rotation.y)
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if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right") or Input.is_action_pressed("move_forward") or Input.is_action_pressed("move_backwards"):
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moving = true
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else:
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moving = false
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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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@ -64,27 +71,33 @@ func _physics_process(delta: float) -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
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server_node.set_input_direction.rpc_id(1, input_direction)
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if Input.is_action_just_pressed("jump"):
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server_node.jump.rpc_id(1)
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if Input.is_action_pressed("shot"): _shoot()
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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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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server_node.jump.rpc_id(1)
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velocity.y = JUMP_VELOCITY
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if shooting:
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server_node.shoot.rpc_id(1)
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jumping = false
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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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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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if moving:
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gun_mount_anim.play("move")
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else:
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gun_mount_anim.stop()
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move_and_slide()
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var cant_shoot: bool = false
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