WIP: Spawn bullets on the server and sync them
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5678ddb4c1
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@ -15,10 +15,10 @@ func _process(delta: float) -> void:
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func _on_head_collision_body_part_hit(dam: Variant) -> 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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#print("head is hit" + str(dam))
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print(owner_placeholder)
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#print(owner_placeholder)
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if owner_placeholder.has_method("take_damage"):
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#if owner_placeholder.has_method("take_damage"):
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owner_placeholder.take_damage(dam)
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owner_placeholder.take_damage(dam)
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pass # Replace with function body.
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pass # Replace with function body.
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func _get_owner() -> CharacterBody3D:
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func _get_owner() -> CharacterBody3D:
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@ -16,7 +16,7 @@ properties/1/spawn = true
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properties/1/replication_mode = 1
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properties/1/replication_mode = 1
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properties/2/path = NodePath(".:health")
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properties/2/path = NodePath(".:health")
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properties/2/spawn = true
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properties/2/spawn = true
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properties/2/replication_mode = 1
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properties/2/replication_mode = 2
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[sub_resource type="Animation" id="Animation_falg4"]
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[sub_resource type="Animation" id="Animation_falg4"]
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length = 0.001
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length = 0.001
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@ -16,7 +16,7 @@ func _ready() -> void:
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if multiplayer.is_server():
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if multiplayer.is_server():
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for i in GameServerManager.players:
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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 = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
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char.name = "PlayerPlaceholder" + 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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char.global_position = position
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var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
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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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char.global_position = position
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@ -26,8 +26,8 @@ func _process(delta):
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if collider != null and collider.is_in_group("target"):
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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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ray.get_collider().take_damage()
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if collider != null and collider.is_in_group("body"):
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if collider != null and collider.is_in_group("body"):
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print(collider)
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ray.get_collider().hit()
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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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rigid_body_3d.visible = false
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particles.emitting = true
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particles.emitting = true
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#if ray.get_collider().is_in_group("body"):
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#if ray.get_collider().is_in_group("body"):
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@ -256,4 +256,5 @@ func _hit_scan_damage(Collider):
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func take_damage(dam: int):
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func take_damage(dam: int):
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print("damage")
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print("damage")
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health =- dam
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health -= dam
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print(health)
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