WIP: Spawn bullets on the server and sync them
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@ -16,7 +16,7 @@ func _process(delta: float) -> 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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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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func _get_owner() -> CharacterBody3D:
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@ -26,11 +26,14 @@ func _ready() -> void:
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$MultiplayerSpawner.spawn(char)
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players.add_child(char)
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var bullet_amount: int = 0
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func spawn_bullet(position):
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print("spawning a bullet")
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var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
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node.position = position.global_position
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node.transform.basis = position.global_transform.basis
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node.name = str(bullet_amount)
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bullet_amount += 1
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$BulletSpawner.spawn(node)
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$Bullets.add_child(node)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -2567,6 +2567,6 @@ libraries = {
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[node name="BulletSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/weapon/bullet.tscn")
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spawn_path = NodePath("../Bullets")
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spawn_limit = 8510
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spawn_limit = 100
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[connection signal="body_part_hit" from="Dummy/Body/Armature/Skeleton3D/BoneAttachment3D/HeadCollision" to="Dummy" method="_on_head_collision_body_part_hit"]
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@ -33,13 +33,13 @@ size = Vector3(0.05, 0.05, 0.05)
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_b8q4c"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/0/replication_mode = 2
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properties/1/path = NodePath(".:rotation")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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properties/1/replication_mode = 2
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properties/2/path = NodePath(".:rotation_order")
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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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[node name="Bullet" type="Node3D"]
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transform = Transform3D(20, 0, 0, 0, 20, 0, 0, 0, 20, 0, 0, 0)
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