WIP: Spawn bullets on the server and sync them
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@ -38,6 +38,10 @@ func _ready() -> void:
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var err := _add_first_view_model()
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if err != OK:
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print("Error occured: " + str(err))
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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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_enable_camera()
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else:
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var err := _add_world_model()
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@ -64,6 +68,7 @@ var current_gun: String = "ak"
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@onready var gun_mount: Node3D = $FirstPersonCameraMount/GunMount
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@onready var gun_mount_anim: AnimationPlayer = $FirstPersonCameraMount/GunMount/AnimationPlayer
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var gun_with_hands: Node3D = null
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# -- Add the first person view to pthe player
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func _add_first_view_model() -> Error :
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# -- TODO: It should not be hardcoded
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@ -81,6 +86,30 @@ func _add_first_view_model() -> Error :
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gun_with_hands = node
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gun_mount.add_child(node)
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return OK
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var first_view_legs_anim: AnimationPlayer = null
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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_legs_to_first_view() -> Error :
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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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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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var node: Node3D = scene.instantiate()
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var skeleton: Skeleton3D = node.find_child("Skeleton3D")
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var bone := skeleton.find_bone("mixamorig_Spine")
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if bone != -1:
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skeleton.set_bone_pose_scale(bone, Vector3(0, 0, 0))
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model_mount.add_child(node)
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var animation_node: AnimationPlayer = node.find_child("AnimationPlayer")
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if animation_node != null:
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first_view_legs_anim = animation_node
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return OK
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func _enable_camera():
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first_view_camera.make_current()
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@ -154,11 +183,15 @@ func _physics_process(delta: float) -> void:
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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gun_mount_anim.play("move")
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if first_view_legs_anim != null:
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first_view_legs_anim.play("Run Forward")
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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if gun_mount_anim.is_playing():
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gun_mount_anim.stop()
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if first_view_legs_anim != null and first_view_legs_anim.is_playing():
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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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@ -171,6 +204,7 @@ var bullet = load("res://scenes/weapon/bullet.tscn")
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@onready var aim_ray: RayCast3D = $FirstPersonCameraMount/BulletStartingPoint/AimRay
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# --find the gun node and exec shoot
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func _shoot():
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_send_shot_to_server.rpc_id(1, aim_ray.global_position)
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if aim_ray.is_colliding():
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var collider := aim_ray.get_collider()
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if collider != null and collider.is_in_group("target"):
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@ -180,6 +214,12 @@ func _shoot():
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var root := get_tree().get_root()
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gun_with_hands.shoot()
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@rpc("any_peer", "call_local", "unreliable_ordered")
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func _send_shot_to_server(start_position):
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# -- TODO: Should not be hardcoded
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var world: Node3D = find_parent("ElTest")
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world.spawn_bullet(bullet_starting_point)
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func _get_camera_collision():
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var viewport = get_viewport().size
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var ray_origin = first_view_camera.project_ray_origin(viewport / 2)
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