WIP: Spawn bullets on the server and sync them

This commit is contained in:
2025-01-26 19:59:14 +01:00
parent 66efa9ec99
commit c2a5f9cf1c
5 changed files with 37 additions and 14 deletions

View File

@ -160,8 +160,10 @@ func _rotate_camera(sens_mod: float = 1.0) -> void:
first_view_camera_mount.rotation.x = clamp(first_view_camera_mount.rotation.x - look_dir.y * camera_sens * sens_mod, -1.5, 1.5)
@onready var health_indicator = $FirstPersonCameraMount/HUD/HealthIndicator
@onready var fps_indicator = $FirstPersonCameraMount/HUD/FPS
func _process(delta: float) -> void:
health_indicator.text = str(health)
fps_indicator.text = str(Engine.get_frames_per_second())
if health == 0:
queue_free()
@ -203,16 +205,21 @@ var bullet = load("res://scenes/weapon/bullet.tscn")
@onready var bullet_starting_point: Node3D = $FirstPersonCameraMount/BulletStartingPoint
@onready var aim_ray: RayCast3D = $FirstPersonCameraMount/BulletStartingPoint/AimRay
# --find the gun node and exec shoot
var cant_shoot: bool = false
func _shoot():
_send_shot_to_server.rpc_id(1, aim_ray.global_position)
if aim_ray.is_colliding():
var collider := aim_ray.get_collider()
if collider != null and collider.is_in_group("target"):
aim_ray.get_collider().take_damage()
if collider != null and collider.is_in_group("body"):
collider.hit()
var root := get_tree().get_root()
gun_with_hands.shoot()
if not cant_shoot:
_send_shot_to_server.rpc_id(1, aim_ray.global_position)
if aim_ray.is_colliding():
var collider := aim_ray.get_collider()
if collider != null and collider.is_in_group("target"):
aim_ray.get_collider().take_damage()
if collider != null and collider.is_in_group("body"):
collider.hit()
var root := get_tree().get_root()
gun_with_hands.shoot()
cant_shoot = true
await get_tree().create_timer(0.2).timeout
cant_shoot = false
@rpc("any_peer", "call_local", "unreliable_ordered")
func _send_shot_to_server(start_position):