Compare commits
17 Commits
add-weapon
...
d3a30b082f
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assets/models/maps/lowpoly_tdm/lowpoly_tdm_1.glb
(Stored with Git LFS)
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assets/models/maps/lowpoly_tdm/lowpoly_tdm_1.glb
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assets/models/maps/lowpoly_tdm/lowpoly_tdm_1.glb.import
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assets/models/maps/lowpoly_tdm/lowpoly_tdm_1.glb.import
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assets/models/maps/lowpoly_tdm/lowpoly_tdm_2.glb
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assets/models/maps/lowpoly_tdm/lowpoly_tdm_2.glb
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assets/models/maps/lowpoly_tdm/lowpoly_tdm_2.glb.import
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assets/models/maps/lowpoly_tdm/lowpoly_tdm_2.glb.import
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@ -11,7 +11,7 @@ config_version=5
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[application]
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config/name="Open Strike"
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run/main_scene="res://scenes/utils/menus/main/main_menu.tscn"
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run/main_scene="res://scenes/utils/Menu.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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run/max_fps=120
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config/icon="res://icon.svg"
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@ -26,8 +26,6 @@ window/size/viewport_width=1920
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window/size/viewport_height=1964
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window/size/mode=4
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window/size/borderless=true
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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window/vsync/vsync_mode=2
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[filesystem]
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@ -1419,12 +1419,12 @@ shape = SubResource("SphereShape3D_axep3")
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[node name="PhysicalBoneSimulator3D" type="PhysicalBoneSimulator3D" parent="Body/Armature/Skeleton3D"]
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[node name="Physical Bone mixamorig_Hips" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
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transform = Transform3D(82.5044, -54.0559, -16.4615, 55.0482, 83.4649, 1.8195, 12.756, -10.5629, 98.619, 1.31498, 0.290624, -87.4646)
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transform = Transform3D(82.5044, -54.0559, -16.4615, 55.0482, 83.4649, 1.8195, 12.756, -10.5629, 98.619, 1.31498, 0.290623, -87.4646)
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.35312e-08, -5.58794e-09, 0.0499956)
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body_offset = Transform3D(100, -0.0695305, -0.00860751, -1.19209e-05, 12.2744, -99.2438, 0.0700493, 99.2438, 12.2744, 0.00043869, 4.96175, -0.613665)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.50607e-08, -5.58794e-09, 0.0499956)
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body_offset = Transform3D(100, -0.0695305, -0.00860631, -1.00136e-05, 12.2744, -99.2438, 0.0700493, 99.2438, 12.2744, 0.000436783, 4.96175, -0.613665)
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mass = 20.0
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bone_name = "mixamorig_Hips"
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joint_constraints/bias = 0.3
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@ -1436,12 +1436,12 @@ transform = Transform3D(0.01, 0, 0, 0, -4.37114e-10, 0.01, 0, -0.01, -4.37114e-1
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shape = SubResource("CapsuleShape3D_0ptuo")
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[node name="Physical Bone mixamorig_Spine" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
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transform = Transform3D(80.9412, -58.546, -4.56913, 57.6046, 80.6695, -13.1964, 11.4119, 8.0493, 99.0201, 2.40599, 0.973749, -98.2036)
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transform = Transform3D(80.9412, -58.5461, -4.56913, 57.6046, 80.6695, -13.1964, 11.4119, 8.0493, 99.0201, 2.40599, 0.973749, -98.2036)
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.2222e-09, 2.2377e-09, 0.05866)
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body_offset = Transform3D(100, 7.62939e-06, 9.05991e-06, 4.76837e-06, -1.90735e-06, -100, -1.52588e-05, 100, -3.8147e-06, -9.53674e-07, 5.866, 0)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.06134e-09, 2.2377e-09, 0.05866)
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body_offset = Transform3D(100, 1.52588e-05, 7.62939e-06, 4.76837e-06, -9.53674e-07, -100, -1.52588e-05, 100, -3.8147e-06, -9.53674e-07, 5.866, 0)
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mass = 20.0
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bone_name = "mixamorig_Spine"
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joint_constraints/bias = 0.3
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@ -1457,8 +1457,8 @@ transform = Transform3D(-97.8019, 4.47329, 20.366, -15.8369, -79.4709, -58.5966,
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.90306e-08, -1.39698e-07, 0.0981531)
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body_offset = Transform3D(-100, -0.00220013, -0.000778198, -5.24521e-06, 33.8066, -94.1122, 0.00232792, -94.1122, -33.8066, 7.24792e-05, 9.23741, 3.31821)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.83517e-10, -1.39698e-07, 0.0981531)
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body_offset = Transform3D(-100, -0.00220108, -0.000778198, -5.24521e-06, 33.8066, -94.1122, 0.00232792, -94.1122, -33.8066, 7.62939e-05, 9.23741, 3.31821)
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mass = 7.0
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bone_name = "mixamorig_Head"
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joint_constraints/bias = 0.3
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@ -1474,8 +1474,8 @@ transform = Transform3D(86.1165, 14.0252, -48.8594, -45.4995, 64.1262, -61.787,
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.65892e-08, 2.39336e-07, 0.137023)
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body_offset = Transform3D(100, -3.05176e-05, -2.67029e-05, 2.09808e-05, 100, -7.62939e-06, 1.71661e-05, -3.8147e-06, 100, 0, -2.28882e-05, -13.7023)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.70432e-08, 8.67479e-08, 0.137023)
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body_offset = Transform3D(100, -3.05176e-05, -3.43323e-05, 1.71661e-05, 100, -7.62939e-06, 1.52588e-05, -3.8147e-06, 100, 0, -7.62939e-06, -13.7023)
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mass = 3.0
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bone_name = "mixamorig_LeftArm"
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joint_constraints/bias = 0.3
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@ -1491,8 +1491,8 @@ transform = Transform3D(-48.2566, -12.058, 86.752, -78.7312, -37.4258, -48.997,
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.47239e-07, 6.31263e-08, 0.138072)
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body_offset = Transform3D(100, 3.05176e-05, -4.19617e-05, -3.8147e-05, 0, -100, -3.8147e-06, 100, 9.53674e-06, 3.05176e-05, 13.8072, -7.62939e-06)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.52506e-07, 1.36787e-07, 0.138072)
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body_offset = Transform3D(100, 2.86102e-05, -3.8147e-05, -3.8147e-05, -1.90735e-06, -100, -3.8147e-06, 100, 1.14441e-05, 3.05176e-05, 13.8072, -1.52588e-05)
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mass = 3.0
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bone_name = "mixamorig_LeftForeArm"
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joint_constraints/bias = 0.3
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@ -1524,8 +1524,8 @@ transform = Transform3D(30.7246, 72.8896, 61.1809, 93.7855, -34.092, -6.48192, 1
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.63344e-08, 1.16326e-07, 0.137023)
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body_offset = Transform3D(100, -5.72205e-06, 1.19209e-05, 6.67572e-06, 1.07288e-05, -100, -1.90735e-06, 100, 2.64645e-05, 0, 13.7023, -1.52588e-05)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.50277e-08, 1.15999e-07, 0.137023)
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body_offset = Transform3D(100, -5.72205e-06, 1.09673e-05, 6.67572e-06, 1.07288e-05, -100, -1.90735e-06, 100, 2.67029e-05, 0, 13.7023, -1.52588e-05)
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mass = 3.0
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bone_name = "mixamorig_RightArm"
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joint_constraints/bias = 0.3
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@ -1541,8 +1541,8 @@ transform = Transform3D(24.3552, 37.4063, 89.4852, -25.0101, 91.5653, -31.4688,
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.40737e-07, -2.80688e-08, 0.138072)
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body_offset = Transform3D(100, -1.14441e-05, 8.58307e-06, -3.8147e-06, 100, 9.53674e-06, 5.72205e-06, -5.72205e-06, 100, -1.52588e-05, 1.49012e-06, -13.8072)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.38762e-07, -5.86307e-09, 0.138072)
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body_offset = Transform3D(100, -9.53674e-06, 1.00136e-05, -3.8147e-06, 100, 3.8147e-06, 5.72205e-06, -5.72205e-06, 100, -1.52588e-05, 5.96046e-08, -13.8072)
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mass = 3.0
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bone_name = "mixamorig_RightForeArm"
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joint_constraints/bias = 0.3
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@ -1559,7 +1559,7 @@ collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.86265e-08, 2.31434e-07, 0.0264903)
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body_offset = Transform3D(-58.5197, -57.9893, -56.6805, -1.19209e-05, 69.8991, -71.5131, 81.0891, -41.8492, -40.9048, 1.5015, 1.89439, 1.08359)
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body_offset = Transform3D(-58.5197, -57.9893, -56.6805, -1.04904e-05, 69.8991, -71.5131, 81.0891, -41.8492, -40.9048, 1.5015, 1.89439, 1.08359)
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bone_name = "mixamorig_RightHand"
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joint_constraints/bias = 0.3
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joint_constraints/damping = 1.0
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@ -1570,12 +1570,12 @@ transform = Transform3D(0.01, 0, 0, 0, 0.00693402, 0.00720551, 0, -0.00720551, 0
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shape = SubResource("CapsuleShape3D_1m8r5")
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[node name="Physical Bone mixamorig_LeftUpLeg" type="PhysicalBone3D" parent="Body/Armature/Skeleton3D/PhysicalBoneSimulator3D"]
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transform = Transform3D(-96.1774, -26.2683, 7.73901, -23.4203, 64.2554, -72.957, 14.1919, -71.9807, -67.9513, 5.83707, 19.601, -60.9754)
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transform = Transform3D(-96.1774, -26.2684, 7.73901, -23.4203, 64.2554, -72.957, 14.1919, -71.9807, -67.9513, 5.83707, 19.601, -60.9754)
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.78612e-08, -7.74374e-09, 0.202997)
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body_offset = Transform3D(100, -2.86102e-05, 9.53674e-06, 7.62939e-06, 7.62939e-06, -100, 3.71933e-05, 100, 3.8147e-06, -5.72205e-06, 20.2997, 0)
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body_offset = Transform3D(100, -2.67029e-05, 9.53674e-06, 5.72205e-06, 7.62939e-06, -100, 3.33786e-05, 100, 3.8147e-06, -5.72205e-06, 20.2997, 0)
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mass = 5.0
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bone_name = "mixamorig_LeftUpLeg"
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joint_constraints/bias = 0.3
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@ -1591,8 +1591,8 @@ transform = Transform3D(-97.5216, -11.6193, -18.8291, -22.0483, 58.1427, 78.3154
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9.03053e-09, -1.30455e-08, 0.210495)
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body_offset = Transform3D(100, 4.76837e-06, 1.33514e-05, 5.72205e-06, 0, -100, -9.53674e-07, 100, 1.52588e-05, -1.90735e-06, 21.0495, -1.90735e-06)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.01576e-09, -2.10753e-08, 0.210495)
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body_offset = Transform3D(100, 4.76837e-06, 1.14441e-05, 5.72205e-06, 0, -100, -9.53674e-07, 100, 1.90735e-05, -1.90735e-06, 21.0495, -1.90735e-06)
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mass = 5.0
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bone_name = "mixamorig_LeftLeg"
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joint_constraints/bias = 0.3
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@ -1608,8 +1608,8 @@ transform = Transform3D(-93.6712, -34.5296, 5.78095, -34.9451, 91.207, -21.4506,
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.66258e-09, 5.6483e-08, 0.078608)
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body_offset = Transform3D(100, 5.72205e-06, -2.38419e-06, -2.86102e-06, -1.52588e-05, -100, -5.72205e-06, 100, -3.24249e-05, 9.53674e-07, 7.8608, -3.09944e-06)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6.53808e-09, 5.17146e-08, 0.078608)
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body_offset = Transform3D(100, 5.72205e-06, -3.8147e-06, -3.8147e-06, -1.52588e-05, -100, -5.72205e-06, 100, -3.24249e-05, 9.53674e-07, 7.8608, -2.6226e-06)
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bone_name = "mixamorig_LeftFoot"
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joint_constraints/bias = 0.3
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joint_constraints/damping = 1.0
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@ -1624,8 +1624,8 @@ transform = Transform3D(-83.6898, -51.5224, 18.4786, -50.5592, 59.8312, -62.161,
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collision_layer = 4
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collision_mask = 4
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joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.31228e-08, 7.74372e-09, 0.202997)
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body_offset = Transform3D(100, -1.52588e-05, 7.62939e-06, 5.72205e-06, -3.8147e-06, -100, 1.14441e-05, 100, -3.8147e-06, -2.86102e-06, 20.2997, 0)
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.08665e-08, 7.74372e-09, 0.202997)
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body_offset = Transform3D(100, -1.52588e-05, 3.8147e-06, 5.72205e-06, -3.8147e-06, -100, 1.14441e-05, 100, -3.8147e-06, -2.86102e-06, 20.2997, 0)
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mass = 5.0
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bone_name = "mixamorig_RightUpLeg"
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joint_constraints/bias = 0.3
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@ -1641,8 +1641,8 @@ transform = Transform3D(-91.8175, -23.5086, -31.8888, -36.0103, 83.0805, 42.437,
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collision_layer = 4
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collision_mask = 4
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||||
joint_type = 1
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joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.27453e-09, -2.4944e-07, 0.210495)
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||||
body_offset = Transform3D(100, -1.71661e-05, 1.33514e-05, -9.53674e-07, 4.19617e-05, -100, 1.90735e-05, 100, 6.86646e-05, -3.33786e-06, 21.0495, 1.04904e-05)
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||||
joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.06137e-10, -2.07784e-07, 0.210495)
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||||
body_offset = Transform3D(100, -1.52588e-05, 1.33514e-05, -9.53674e-07, 3.8147e-05, -100, 1.90735e-05, 100, 5.34058e-05, -2.86102e-06, 21.0495, 9.53674e-06)
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mass = 5.0
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||||
bone_name = "mixamorig_RightLeg"
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joint_constraints/bias = 0.3
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@ -1,8 +1,8 @@
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extends Area3D
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@export var damage_multiplexer: float = 2.0
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@export var damage: int = 20
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signal body_part_hit(damage: int)
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signal body_part_hit(dam)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@ -12,6 +12,5 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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pass
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||||
|
||||
func hit(base_damage: int):
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var final_damage = round(base_damage * damage_multiplexer)
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emit_signal("body_part_hit", final_damage)
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||||
func hit():
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emit_signal("body_part_hit", damage)
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||||
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@ -4,19 +4,18 @@
|
||||
[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="2_lsd7c"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jc50w"]
|
||||
margin = 0.5
|
||||
radius = 0.4
|
||||
radius = 0.3
|
||||
height = 1.6
|
||||
|
||||
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_tl74a"]
|
||||
properties/0/path = NodePath(".:position")
|
||||
properties/0/spawn = false
|
||||
properties/0/spawn = true
|
||||
properties/0/replication_mode = 1
|
||||
properties/1/path = NodePath(".:rotation")
|
||||
properties/1/spawn = false
|
||||
properties/1/spawn = true
|
||||
properties/1/replication_mode = 1
|
||||
properties/2/path = NodePath(".:health")
|
||||
properties/2/spawn = false
|
||||
properties/2/spawn = true
|
||||
properties/2/replication_mode = 2
|
||||
|
||||
[sub_resource type="Animation" id="Animation_falg4"]
|
||||
@ -90,7 +89,6 @@ collision_mask = 9
|
||||
script = ExtResource("1_q75ai")
|
||||
|
||||
[node name="Collision" type="CollisionShape3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0150437, 0)
|
||||
shape = SubResource("CapsuleShape3D_jc50w")
|
||||
|
||||
[node name="PlayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
|
||||
|
@ -1,22 +0,0 @@
|
||||
extends Node
|
||||
|
||||
# This script shoud be able to find the player
|
||||
|
||||
var players: Dictionary = {}
|
||||
|
||||
func spawn_a_bullet():
|
||||
# -- Get
|
||||
pass
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
var world: MapController = find_parent("Map")
|
||||
# Get all the players on the server and add
|
||||
# corresponding nodes to them
|
||||
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
@ -1,8 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://sh5diukewgs5"]
|
||||
|
||||
[node name="BulletSpawner" type="Node3D"]
|
||||
|
||||
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
|
||||
spawn_path = NodePath("../Node3D")
|
||||
|
||||
[node name="Node3D" type="Node3D" parent="."]
|
@ -1,84 +0,0 @@
|
||||
class_name MapController extends Node
|
||||
@export_category("MapController")
|
||||
|
||||
const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
|
||||
const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
|
||||
|
||||
var player_spawner: PlayerSpawnerController
|
||||
var object_spawner: Node3D
|
||||
@onready var spawn_locations: SpawnController = $SpawnLocations
|
||||
|
||||
func _on_player_connected(id):
|
||||
if multiplayer.is_server():
|
||||
GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
|
||||
# add the player to the
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
# add player spawner
|
||||
var err: Error = OK
|
||||
|
||||
err = _add_player_spawner()
|
||||
if err != OK:
|
||||
print("Couldn't load player spawner")
|
||||
|
||||
err = _add_object_spawner()
|
||||
if err != OK:
|
||||
print("Couldn't load object spawner")
|
||||
# add objects spawner
|
||||
if multiplayer.is_server():
|
||||
_spawn_player(1)
|
||||
else:
|
||||
_request_spawn.rpc_id(1, multiplayer.get_unique_id())
|
||||
pass # Replace with function body.
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
@rpc("call_local", "reliable", "any_peer")
|
||||
func _request_spawn(id: int):
|
||||
_spawn_player(id)
|
||||
|
||||
func _spawn_player(id: int):
|
||||
var char : Node3D = null
|
||||
player_spawner.spawn_players(spawn_locations, id)
|
||||
|
||||
func _add_player_spawner() -> Error :
|
||||
if not ResourceLoader.exists(PLAYER_SPAWNER):
|
||||
return ERR_DOES_NOT_EXIST
|
||||
var scene: PackedScene = ResourceLoader.load(PLAYER_SPAWNER)
|
||||
if not scene.can_instantiate():
|
||||
return ERR_CANT_OPEN
|
||||
|
||||
var node: Node3D = scene.instantiate()
|
||||
add_child(node)
|
||||
player_spawner = node
|
||||
return OK
|
||||
|
||||
func _add_object_spawner() -> Error :
|
||||
if not ResourceLoader.exists(OBJECT_SPAWNER):
|
||||
return ERR_DOES_NOT_EXIST
|
||||
var scene: PackedScene = ResourceLoader.load(OBJECT_SPAWNER)
|
||||
if not scene.can_instantiate():
|
||||
return ERR_CANT_OPEN
|
||||
|
||||
var node: Node3D = scene.instantiate()
|
||||
add_child(node)
|
||||
object_spawner = node
|
||||
return OK
|
||||
|
||||
var bullet_amount: int = 0
|
||||
func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
|
||||
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
|
||||
node.position = starting_point.global_position
|
||||
node.transform.basis = starting_point.global_transform.basis
|
||||
node.name = str(bullet_amount)
|
||||
node.speed = speed
|
||||
node.damage = damage
|
||||
bullet_amount += 1
|
||||
var spawner: MultiplayerSpawner = object_spawner.find_child("MultiplayerSpawner")
|
||||
var root_node: Node3D = object_spawner.find_child("Objects")
|
||||
|
||||
spawner.spawn(node)
|
||||
root_node.add_child(node)
|
@ -1,9 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://b0k17hibnhnv4"]
|
||||
|
||||
[node name="ObjectSpawner" type="Node3D"]
|
||||
|
||||
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
|
||||
spawn_path = NodePath("../Objects")
|
||||
spawn_limit = 10000
|
||||
|
||||
[node name="Objects" type="Node3D" parent="."]
|
@ -1,33 +0,0 @@
|
||||
class_name PlayerSpawnerController extends Node3D
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func _get_spawner() -> MultiplayerSpawner:
|
||||
return $MultiplayerSpawner
|
||||
|
||||
func _get_root() -> Node3D:
|
||||
return $Players
|
||||
|
||||
# -- Spawn a player node and sync it across all peers
|
||||
func spawn_players(spawn_location: SpawnController, id: int) -> Error:
|
||||
if multiplayer.is_server():
|
||||
var char : Node3D = null
|
||||
var player_data: PlayerState = GameServerManager.players[id]
|
||||
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
|
||||
char.name = "PlayerPlaceholder_" + str(player_data.id)
|
||||
print(player_data)
|
||||
var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
|
||||
char.global_position = position
|
||||
char.global_position = position
|
||||
#_get_spawner().spawn(char)
|
||||
_get_root().add_child(char)
|
||||
return OK
|
||||
return ERR_UNAUTHORIZED
|
@ -1,13 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://xh710fr73bid"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/maps/base/player_spawner/player_spawner.gd" id="1_2hsyd"]
|
||||
|
||||
[node name="PlayerSpawner" type="Node3D"]
|
||||
script = ExtResource("1_2hsyd")
|
||||
|
||||
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
|
||||
_spawnable_scenes = PackedStringArray("res://scenes/characters/placeholder.tscn")
|
||||
spawn_path = NodePath("../Players")
|
||||
spawn_limit = 10
|
||||
|
||||
[node name="Players" type="Node3D" parent="."]
|
@ -1,11 +0,0 @@
|
||||
extends Node3D
|
||||
|
||||
var busy: bool = false
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
func choose_spawn_location() -> Vector3:
|
||||
busy = true
|
||||
return global_position
|
@ -1,52 +0,0 @@
|
||||
class_name SpawnController extends Node3D
|
||||
|
||||
@export_category("SpawnController")
|
||||
|
||||
@onready var blue_spawners: Node3D = $Blue
|
||||
@onready var red_spawners: Node3D = $Red
|
||||
|
||||
const SINGLE_SPAWN_CONTROLLER_PATH = "res://scenes/maps/base/single_spawn_controller.gd"
|
||||
enum Sides {BLUE, RED, UNDEFINED}
|
||||
|
||||
@export var side: Sides = Sides.UNDEFINED
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
var single_spawn_controller: GDScript = ResourceLoader.load(SINGLE_SPAWN_CONTROLLER_PATH)
|
||||
for spawn: Node3D in blue_spawners.get_children():
|
||||
spawn.set_script(single_spawn_controller)
|
||||
for spawn: Node3D in red_spawners.get_children():
|
||||
spawn.set_script(single_spawn_controller)
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _get_available_spawn(spawn_set: Node3D) -> Node3D:
|
||||
if multiplayer.is_server():
|
||||
var spawns: Array[Node3D] = []
|
||||
for spawn: Node3D in spawn_set.get_children():
|
||||
if not spawn.busy:
|
||||
spawns.push_back(spawn)
|
||||
print(spawns.size())
|
||||
var random_index: int = randi_range(0, spawns.size() - 1)
|
||||
print(random_index)
|
||||
return spawns[random_index]
|
||||
return null
|
||||
|
||||
|
||||
func get_spawner(team: Sides) -> Vector3:
|
||||
match team:
|
||||
Sides.BLUE:
|
||||
var spawn := _get_available_spawn(blue_spawners)
|
||||
return spawn.choose_spawn_location()
|
||||
Sides.RED:
|
||||
print("red")
|
||||
return Vector3(0,0,0)
|
||||
_:
|
||||
print("хз")
|
||||
return Vector3(0,0,0)
|
||||
# Get all spawners for each team
|
23
scenes/maps/csg_box_3d.gd
Normal file
23
scenes/maps/csg_box_3d.gd
Normal file
@ -0,0 +1,23 @@
|
||||
extends CSGBox3D
|
||||
|
||||
var health = 5
|
||||
|
||||
@export var color: Color = Color(0, 0, 0)
|
||||
|
||||
var colors = [Color(1.0, 0.0, 0.0, 1.0),
|
||||
Color(0.0, 1.0, 0.0, 1.0),
|
||||
Color(0.0, 0.0, 1.0, 0.0)]
|
||||
|
||||
func take_damage():
|
||||
color = Color(randf(), randf(), randf())
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
material_override.albedo_color = color
|
||||
if health < 1:
|
||||
queue_free()
|
40
scenes/maps/el_test.gd
Normal file
40
scenes/maps/el_test.gd
Normal file
@ -0,0 +1,40 @@
|
||||
extends Node3D
|
||||
|
||||
var player_side: String
|
||||
|
||||
@onready var intro_camera = $Intro/CameraMount/IntroCamera
|
||||
@onready var intro_view_port = $Intro/CameraMount/IntroCamera/SubViewportContainer/SubViewport
|
||||
@onready var spawns = $Spawns
|
||||
@onready var root = $'.'
|
||||
@onready var players = $Players
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
var char : Node3D = null
|
||||
var red_spawn: Node3D = $Spawns/Blue/SpawnArea
|
||||
var position := red_spawn.global_position
|
||||
if multiplayer.is_server():
|
||||
for i in GameServerManager.players:
|
||||
char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
|
||||
char.name = "PlayerPlaceholder_" + str(GameServerManager.players[i].name)
|
||||
char.global_position = position
|
||||
var my_random_number = RandomNumberGenerator.new().randf_range(0.0, 5.0)
|
||||
char.global_position = position
|
||||
char.global_position.x += my_random_number
|
||||
char.global_position.y += 300 + my_random_number
|
||||
char.global_position.z += my_random_number
|
||||
$MultiplayerSpawner.spawn(char)
|
||||
players.add_child(char)
|
||||
|
||||
var bullet_amount: int = 0
|
||||
func spawn_bullet(position):
|
||||
var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
|
||||
node.position = position.global_position
|
||||
node.transform.basis = position.global_transform.basis
|
||||
node.name = str(bullet_amount)
|
||||
bullet_amount += 1
|
||||
#$BulletSpawner.spawn(node)
|
||||
$Bullets.add_child(node)
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
2572
scenes/maps/el_test.tscn
Normal file
2572
scenes/maps/el_test.tscn
Normal file
File diff suppressed because one or more lines are too long
@ -1,6 +1,5 @@
|
||||
class_name PlayerManager extends Object
|
||||
extends CSGBox3D
|
||||
|
||||
var name: String
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
17
scenes/maps/hud.gd
Normal file
17
scenes/maps/hud.gd
Normal file
@ -0,0 +1,17 @@
|
||||
extends Control
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
@onready var health_indicator: Label = $HealthIndicator
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
var root := get_tree().get_root()
|
||||
var id := multiplayer.get_unique_id()
|
||||
var player_data = GameServerManager.get_player_health.rpc_id(1, id)
|
||||
health_indicator.text = str(player_data["health"])
|
||||
|
||||
pass
|
23
scenes/maps/intro_screen.gd
Normal file
23
scenes/maps/intro_screen.gd
Normal file
@ -0,0 +1,23 @@
|
||||
extends Node3D
|
||||
|
||||
var target_node_name: String = "TargetNode" # Name of the Node3D to detect
|
||||
|
||||
@onready var raycast : RayCast3D = $CameraMount/Camera3D/RayCast3D
|
||||
@onready var camera : Camera3D = $CameraMount/Camera3D
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
var blue := $ChooseTeam/Blue
|
||||
var red := $ChooseTeam/Read
|
||||
if raycast.is_colliding():
|
||||
var collider = raycast.get_collider()
|
||||
if collider and collider.name == target_node_name:
|
||||
print("Mouse is pointing at:", collider.name)
|
||||
else:
|
||||
print("Mouse is not pointing at the target node.")
|
||||
else:
|
||||
print("Mouse is not pointing at anything.")
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
76
scenes/maps/test_map.tscn
Normal file
76
scenes/maps/test_map.tscn
Normal file
@ -0,0 +1,76 @@
|
||||
[gd_scene load_steps=14 format=3 uid="uid://hivk5ek6u887"]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://c5uytbu1wc1bq" path="res://addons/kenney_prototype_textures/orange/texture_09.png" id="1_llm1c"]
|
||||
[ext_resource type="Texture2D" uid="uid://e4nd8b6f0tw7" path="res://addons/kenney_prototype_textures/dark/texture_04.png" id="2_k2arh"]
|
||||
[ext_resource type="PackedScene" uid="uid://1j5ajc26w5xk" path="res://scenes/utils/character_bak.tscn" id="3_6anfg"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_bcdcw"]
|
||||
albedo_texture = ExtResource("1_lae2b")
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_p4psn"]
|
||||
albedo_texture = ExtResource("2_7newm")
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_0jiki"]
|
||||
albedo_texture = ExtResource("2_7newm")
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1pwnn"]
|
||||
albedo_texture = ExtResource("2_7newm")
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1yo6k"]
|
||||
albedo_texture = ExtResource("2_7newm")
|
||||
|
||||
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_3aaun"]
|
||||
|
||||
[sub_resource type="Sky" id="Sky_xco2g"]
|
||||
sky_material = SubResource("ProceduralSkyMaterial_3aaun")
|
||||
|
||||
[sub_resource type="Environment" id="Environment_5t2t5"]
|
||||
background_mode = 2
|
||||
sky = SubResource("Sky_xco2g")
|
||||
sdfgi_enabled = true
|
||||
fog_light_energy = 0.52
|
||||
fog_density = 0.1387
|
||||
volumetric_fog_enabled = true
|
||||
volumetric_fog_density = 0.0
|
||||
|
||||
[sub_resource type="CameraAttributesPractical" id="CameraAttributesPractical_32hnm"]
|
||||
|
||||
[node name="TestMap" type="Node3D"]
|
||||
|
||||
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 50, 0)
|
||||
|
||||
[node name="World" type="Node3D" parent="."]
|
||||
|
||||
[node name="Base" type="Node3D" parent="World"]
|
||||
|
||||
[node name="Floor" type="CSGBox3D" parent="World/Base"]
|
||||
use_collision = true
|
||||
size = Vector3(100, 1, 100)
|
||||
|
||||
[node name="Wall_1" type="CSGBox3D" parent="World/Base"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 50, 0, 0)
|
||||
material_override = SubResource("StandardMaterial3D_p4psn")
|
||||
use_collision = true
|
||||
size = Vector3(1, 20, 100)
|
||||
|
||||
[node name="Wall_2" type="CSGBox3D" parent="World/Base"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -50, 0, 0)
|
||||
material_override = SubResource("StandardMaterial3D_0jiki")
|
||||
use_collision = true
|
||||
size = Vector3(1, 20, 100)
|
||||
|
||||
[node name="Wall_3" type="CSGBox3D" parent="World/Base"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 50)
|
||||
material_override = SubResource("StandardMaterial3D_1pwnn")
|
||||
use_collision = true
|
||||
size = Vector3(100, 20, 1)
|
||||
|
||||
[node name="Wall_4" type="CSGBox3D" parent="World/Base"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -50)
|
||||
material_override = SubResource("StandardMaterial3D_1yo6k")
|
||||
use_collision = true
|
||||
size = Vector3(100, 20, 1)
|
||||
|
||||
[node name="Character" parent="World" instance=ExtResource("3_6anfg")]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 14.6432, 0)
|
@ -1,14 +0,0 @@
|
||||
class_name PlayerState extends Object
|
||||
@export_category("PlayerState")
|
||||
|
||||
# -- Player's metadata
|
||||
var name: String
|
||||
var id: int
|
||||
|
||||
# -- Player's in-game data
|
||||
var health: int
|
||||
var current_weapon_slot: int
|
||||
|
||||
func init(id: int, name: String):
|
||||
id = id
|
||||
name = name
|
@ -43,13 +43,6 @@ offset_right = 497.0
|
||||
offset_bottom = 220.0
|
||||
text = "192.168.0.28"
|
||||
|
||||
[node name="Maps" type="ItemList" parent="."]
|
||||
layout_mode = 0
|
||||
offset_left = 995.0
|
||||
offset_top = 111.0
|
||||
offset_right = 1595.0
|
||||
offset_bottom = 624.0
|
||||
|
||||
[connection signal="player_connected" from="." to="." method="_on_player_connected"]
|
||||
[connection signal="player_disconnected" from="." to="." method="_on_player_disconnected"]
|
||||
[connection signal="server_disconnected" from="." to="." method="_on_server_disconnected"]
|
||||
|
@ -1,6 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://bo8jemggniu3c"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://c1v6kb00y77ij" path="res://scenes/maps/maps/el_test.tscn" id="1_25xw6"]
|
||||
[ext_resource type="PackedScene" uid="uid://c1v6kb00y77ij" path="res://scenes/maps/el_test.tscn" id="1_25xw6"]
|
||||
|
||||
[node name="ChooseTeam" type="Node3D"]
|
||||
|
||||
|
@ -24,14 +24,6 @@ func _ready() -> void:
|
||||
multiplayer.connection_failed.connect(_on_connected_fail)
|
||||
multiplayer.server_disconnected.connect(_on_server_disconnected)
|
||||
|
||||
var map_dir := DirAccess.open("res://scenes/maps/maps/")
|
||||
if map_dir:
|
||||
map_dir.list_dir_begin()
|
||||
var file_name = map_dir.get_next()
|
||||
while file_name != "":
|
||||
$Maps.add_item(file_name)
|
||||
file_name = map_dir.get_next()
|
||||
|
||||
func join_game(address = ""):
|
||||
address = address_input.text
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
@ -58,12 +50,7 @@ func remove_multiplayer_peer():
|
||||
# do Lobby.load_game.rpc(filepath)
|
||||
@rpc("call_local", "reliable")
|
||||
func load_game():
|
||||
var chosen_map_index = $Maps.get_selected_items()[0]
|
||||
var chosen_map = $Maps.get_item_text(chosen_map_index)
|
||||
print(chosen_map)
|
||||
var path_tmpl := "res://scenes/maps/maps/%s"
|
||||
var path := path_tmpl % chosen_map
|
||||
get_tree().change_scene_to_file(path)
|
||||
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
|
||||
|
||||
# Every peer will call this when they have loaded the game scene.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
|
@ -1,60 +0,0 @@
|
||||
extends Node
|
||||
|
||||
var player_manager: PlayerManager = PlayerManager.new()
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
var map_dir := DirAccess.open("res://scenes/maps/maps/")
|
||||
|
||||
if map_dir:
|
||||
map_dir.list_dir_begin()
|
||||
var file_name = map_dir.get_next()
|
||||
while file_name != "":
|
||||
$UI/CreateServer/Maps.add_item(file_name)
|
||||
file_name = map_dir.get_next()
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
|
||||
func _on_create_server_pressed() -> void:
|
||||
$UI/CreateServer.visible = true
|
||||
|
||||
func _on_join_server_pressed() -> void:
|
||||
$UI/JoinServer.visible = true
|
||||
|
||||
|
||||
|
||||
func _on_create_button_pressed() -> void:
|
||||
var chosen_map_index = $UI/CreateServer/Maps.get_selected_items()[0]
|
||||
var chosen_map = $UI/CreateServer/Maps.get_item_text(chosen_map_index)
|
||||
var path_tmpl := "res://scenes/maps/maps/%s"
|
||||
var path := path_tmpl % chosen_map
|
||||
GameServerManager.current_map = path
|
||||
var err := GameServerManager.create_server(player_manager)
|
||||
if err != OK:
|
||||
print("couldn't create a server")
|
||||
$UI.hide()
|
||||
change_level.call_deferred(load(path))
|
||||
|
||||
# Call this function deferred and only on the main authority (server).
|
||||
func change_level(scene: PackedScene):
|
||||
|
||||
# Remove old level if any.
|
||||
var level = $LevelLoader/CurrentLevel
|
||||
for c in level.get_children():
|
||||
level.remove_child(c)
|
||||
c.queue_free()
|
||||
# Add new level.
|
||||
level.add_child(scene.instantiate())
|
||||
|
||||
|
||||
func _on_text_edit_text_changed() -> void:
|
||||
player_manager.name = $UI/TextEdit.text
|
||||
|
||||
|
||||
func _on_join_button_pressed() -> void:
|
||||
$UI.hide()
|
||||
GameServerManager.join_server(player_manager, $UI/JoinServer/IP.text, $UI/JoinServer/Port.text.to_int())
|
||||
|
@ -1,145 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://s48rpcadnn47"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/utils/menus/main/main_menu.gd" id="1_yi7ba"]
|
||||
|
||||
[node name="MainMenu" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_yi7ba")
|
||||
|
||||
[node name="LevelLoader" type="Node3D" parent="."]
|
||||
|
||||
[node name="CurrentLevel" type="Node3D" parent="LevelLoader"]
|
||||
|
||||
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="LevelLoader"]
|
||||
_spawnable_scenes = PackedStringArray("res://scenes/maps/maps/lowpoly_tdm_2.tscn")
|
||||
spawn_path = NodePath("../CurrentLevel")
|
||||
spawn_limit = 1
|
||||
|
||||
[node name="UI" type="Control" parent="."]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="MainButtons" type="Control" parent="UI"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 10
|
||||
anchor_right = 1.0
|
||||
grow_horizontal = 2
|
||||
|
||||
[node name="CreateServer" type="Button" parent="UI/MainButtons"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 5
|
||||
anchor_left = 0.5
|
||||
anchor_right = 0.5
|
||||
offset_left = -4.0
|
||||
offset_right = 4.0
|
||||
offset_bottom = 8.0
|
||||
grow_horizontal = 2
|
||||
text = "Create Server"
|
||||
|
||||
[node name="JoinServer" type="Button" parent="UI/MainButtons"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 5
|
||||
anchor_left = 0.5
|
||||
anchor_right = 0.5
|
||||
offset_left = 90.0
|
||||
offset_top = 3.0
|
||||
offset_right = 203.0
|
||||
offset_bottom = 34.0
|
||||
grow_horizontal = 2
|
||||
text = "Join Server"
|
||||
|
||||
[node name="CreateServer" type="Control" parent="UI"]
|
||||
visible = false
|
||||
layout_mode = 1
|
||||
anchors_preset = 11
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -512.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="Maps" type="ItemList" parent="UI/CreateServer"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -214.0
|
||||
offset_top = -905.0
|
||||
offset_right = 234.0
|
||||
offset_bottom = -386.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="CreateButton" type="Button" parent="UI/CreateServer"]
|
||||
layout_mode = 0
|
||||
offset_left = 236.0
|
||||
offset_top = 643.0
|
||||
offset_right = 282.0
|
||||
offset_bottom = 674.0
|
||||
text = "Start"
|
||||
|
||||
[node name="JoinServer" type="Control" parent="UI"]
|
||||
visible = false
|
||||
layout_mode = 1
|
||||
anchors_preset = 11
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_left = -567.0
|
||||
grow_horizontal = 0
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="JoinButton" type="Button" parent="UI/JoinServer"]
|
||||
layout_mode = 0
|
||||
offset_left = 205.0
|
||||
offset_top = 187.0
|
||||
offset_right = 251.0
|
||||
offset_bottom = 218.0
|
||||
text = "Start"
|
||||
|
||||
[node name="IP" type="TextEdit" parent="UI/JoinServer"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 5
|
||||
anchor_left = 0.5
|
||||
anchor_right = 0.5
|
||||
offset_left = -240.5
|
||||
offset_right = 240.5
|
||||
offset_bottom = 58.0
|
||||
grow_horizontal = 2
|
||||
text = "127.0.0.1"
|
||||
|
||||
[node name="Port" type="TextEdit" parent="UI/JoinServer"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 5
|
||||
anchor_left = 0.5
|
||||
anchor_right = 0.5
|
||||
offset_left = -230.0
|
||||
offset_top = 69.0
|
||||
offset_right = 228.0
|
||||
offset_bottom = 129.0
|
||||
grow_horizontal = 2
|
||||
text = "27015"
|
||||
|
||||
[node name="TextEdit" type="TextEdit" parent="UI"]
|
||||
layout_mode = 1
|
||||
offset_right = 481.0
|
||||
offset_bottom = 58.0
|
||||
text = "Player Name"
|
||||
|
||||
[connection signal="pressed" from="UI/MainButtons/CreateServer" to="." method="_on_create_server_pressed"]
|
||||
[connection signal="pressed" from="UI/MainButtons/JoinServer" to="." method="_on_join_server_pressed"]
|
||||
[connection signal="pressed" from="UI/CreateServer/CreateButton" to="." method="_on_create_button_pressed"]
|
||||
[connection signal="pressed" from="UI/JoinServer/JoinButton" to="." method="_on_join_button_pressed"]
|
||||
[connection signal="text_changed" from="UI/TextEdit" to="." method="_on_text_edit_text_changed"]
|
@ -1,7 +1,7 @@
|
||||
extends Node3D
|
||||
|
||||
@export var speed: int = 0
|
||||
@export var damage: int = 0
|
||||
const SPEED = 200 # 200
|
||||
|
||||
@onready var mesh = $RigidBody3D/MeshInstance3D
|
||||
@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
|
||||
@onready var ray = $RigidBody3D/RayCast3D
|
||||
@ -15,9 +15,9 @@ func _ready() -> void:
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
var time_per_frame: float = 1 / Engine.get_frames_per_second()
|
||||
var distance: float = time_per_frame * speed * 1.5
|
||||
var distance: float = time_per_frame * SPEED * 1.5
|
||||
ray.target_position.z = distance
|
||||
position += transform.basis * Vector3(0, 0, speed) * delta
|
||||
position += transform.basis * Vector3(0, 0, SPEED) * delta
|
||||
rigid_body_3d.set_use_continuous_collision_detection(true)
|
||||
#ray.collision_mask = 1
|
||||
#ray.enabled = 1
|
||||
@ -26,7 +26,7 @@ func _process(delta):
|
||||
if collider != null and collider.is_in_group("target"):
|
||||
ray.get_collider().take_damage()
|
||||
if collider != null and collider.is_in_group("body"):
|
||||
ray.get_collider().hit(damage)
|
||||
ray.get_collider().hit()
|
||||
rigid_body_3d.visible = false
|
||||
particles.emitting = true
|
||||
#if ray.get_collider().is_in_group("body"):
|
||||
|
@ -1,55 +0,0 @@
|
||||
class_name WeaponController extends Node3D
|
||||
@export_category("WeaponController")
|
||||
|
||||
# ---------------------------------------------------------------------
|
||||
# Main weapon params
|
||||
# ---------------------------------------------------------------------
|
||||
@export var damage: int = 0
|
||||
# cooldown interval in seconds
|
||||
@export var cooldown: float = 0
|
||||
# bullet speed in m/s
|
||||
@export var bullet_speed: int = 0
|
||||
@export var bullet_spread_script: Resource
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
if bullet_spread_script:
|
||||
bullet_spread_script = bullet_spread_script.new()
|
||||
bullet_spread_script.reset_spread()
|
||||
@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
|
||||
@onready var bullet_trail_end: Node3D = $BulletTrailEnd
|
||||
|
||||
func shoot() -> Error:
|
||||
var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
|
||||
var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
|
||||
if bullet_start_node and bullet_end_node:
|
||||
var direction: Vector3 = bullet_end_node.position
|
||||
if bullet_spread_script:
|
||||
var spread_offset: Vector3 = bullet_spread_script.get_spread_offset()
|
||||
direction += spread_offset
|
||||
direction = direction.normalized()
|
||||
var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn"
|
||||
if not ResourceLoader.exists(path):
|
||||
return ERR_DOES_NOT_EXIST
|
||||
var scene: PackedScene = ResourceLoader.load(path)
|
||||
if not scene.can_instantiate():
|
||||
return ERR_CANT_OPEN
|
||||
var bullet_distance: float = 100
|
||||
var bullet_end_position: Vector3 = bullet_start_node.position + direction * bullet_distance
|
||||
var node: MeshInstance3D = scene.instantiate()
|
||||
node.init(bullet_start_node.position, bullet_end_position)
|
||||
#var root := get_tree().get_root()
|
||||
bullet_start_node.add_child(node)
|
||||
return OK
|
||||
else:
|
||||
push_warning("Couldn't generate a bullet trace, no distance node found")
|
||||
return ERR_BUG
|
||||
# -- TODO: It should not be hardcoded
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func reset_spread() -> void:
|
||||
if bullet_spread_script:
|
||||
bullet_spread_script.reset_spread()
|
18
scenes/weapon/guns/ak/bullet.gd
Normal file
18
scenes/weapon/guns/ak/bullet.gd
Normal file
@ -0,0 +1,18 @@
|
||||
extends Node3D
|
||||
|
||||
const SPEED = 10
|
||||
|
||||
@onready var mesh = $Object_10
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
position += transform.basis * Vector3(0, 0, SPEED) * delta
|
||||
|
||||
|
||||
func _on_timer_timeout():
|
||||
queue_free()
|
@ -1,4 +1,6 @@
|
||||
[gd_scene load_steps=4 format=4 uid="uid://dn6imke7vnimn"]
|
||||
[gd_scene load_steps=5 format=4 uid="uid://dn6imke7vnimn"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/weapon/guns/ak/bullet.gd" id="1_rbbkb"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ledbj"]
|
||||
resource_name = "stell"
|
||||
@ -43,6 +45,7 @@ shadow_mesh = SubResource("ArrayMesh_mgmay")
|
||||
|
||||
[node name="Bullet" type="Node3D"]
|
||||
transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0)
|
||||
script = ExtResource("1_rbbkb")
|
||||
|
||||
[node name="Object_10" type="MeshInstance3D" parent="."]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0)
|
||||
|
@ -1,35 +0,0 @@
|
||||
class_name BulletSpread extends Resource
|
||||
|
||||
@export var max_spread: float = 5.0
|
||||
@export var spread_increase_per_shot: float = 0.5
|
||||
|
||||
var current_spread: float = 0.0
|
||||
var shot_count: int = 0
|
||||
var spread_y : float = 0
|
||||
var spread_x: float = 0
|
||||
var last_y_spread: float = 0 # remember y cord for 9th shot
|
||||
|
||||
func reset_spread() -> void:
|
||||
current_spread = 0.0
|
||||
shot_count = 0
|
||||
|
||||
# To get offset for current shot
|
||||
func get_spread_offset() -> Vector3:
|
||||
# Increasing spread after each shot
|
||||
current_spread = min(current_spread + spread_increase_per_shot, max_spread)
|
||||
shot_count += 1
|
||||
|
||||
# If its a 1 shot
|
||||
if shot_count == 1:
|
||||
return Vector3.ZERO
|
||||
|
||||
|
||||
if shot_count < 10:
|
||||
spread_x = randf_range(-current_spread, current_spread) * (shot_count - 1)
|
||||
spread_y = current_spread * (shot_count - 1)
|
||||
if shot_count == 9: last_y_spread = spread_y
|
||||
else:
|
||||
spread_x = randf_range(-current_spread, current_spread) * 10
|
||||
spread_y = randf_range(last_y_spread - 10, last_y_spread + 10)
|
||||
|
||||
return Vector3(spread_x, spread_y, 0)
|
10
scenes/weapon/guns/ak/mesh_instance_3d.gd
Normal file
10
scenes/weapon/guns/ak/mesh_instance_3d.gd
Normal file
@ -0,0 +1,10 @@
|
||||
extends MeshInstance3D
|
||||
|
||||
var trail_length = 2.0
|
||||
var speed = 10.0
|
||||
|
||||
func _process(delta):
|
||||
global_transform.origin += transform.basis.z * speed * delta
|
||||
scale.x = max(scale.x - delta, 100)
|
||||
scale.y = max(scale.y - delta, 100)
|
||||
scale.z = max(scale.z - delta, 100)
|
@ -6,6 +6,7 @@ func _ready() -> void:
|
||||
pass # Replace with function body.
|
||||
@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
|
||||
@onready var bullet_trail_end: Node3D = $BulletTrailEnd
|
||||
|
||||
func shoot() -> Error:
|
||||
var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
|
||||
var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
|
||||
|
@ -1,8 +1,7 @@
|
||||
[gd_scene load_steps=56 format=4 uid="uid://dtvo21mk1webd"]
|
||||
[gd_scene load_steps=55 format=4 uid="uid://dtvo21mk1webd"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/weapon/guns/ak/with_hands.gd" id="1_2iqts"]
|
||||
[ext_resource type="PackedScene" uid="uid://dab7jttp7ywfh" path="res://scenes/weapon/guns/ak/gun.tscn" id="1_aaafm"]
|
||||
[ext_resource type="Script" path="res://scenes/weapon/generic_weapon_controller.gd" id="1_h1xyo"]
|
||||
[ext_resource type="Script" path="res://scenes/weapon/guns/ak/bullet_spread.gd" id="2_4o3my"]
|
||||
[ext_resource type="PackedScene" uid="uid://bjyltbtx45cqs" path="res://scenes/weapon/misc/bullet_trace_distance.tscn" id="3_5ff4y"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tg27p"]
|
||||
@ -554,11 +553,7 @@ blend_shape_mode = 0
|
||||
shadow_mesh = SubResource("ArrayMesh_he3sr")
|
||||
|
||||
[node name="WithHands" type="Node3D"]
|
||||
script = ExtResource("1_h1xyo")
|
||||
damage = 50
|
||||
cooldown = 0.1
|
||||
bullet_speed = 200
|
||||
bullet_spread_script = ExtResource("2_4o3my")
|
||||
script = ExtResource("1_2iqts")
|
||||
|
||||
[node name="Gun" parent="." instance=ExtResource("1_aaafm")]
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
extends MeshInstance3D
|
||||
|
||||
var alpha = 1.0
|
||||
func init(pos1: Vector3, pos2: Vector3):
|
||||
func init(pos1, pos2):
|
||||
var draw_mesh := ImmediateMesh.new()
|
||||
mesh = draw_mesh
|
||||
draw_mesh.surface_begin(Mesh.PRIMITIVE_LINES, material_override)
|
||||
|
@ -1,76 +1,15 @@
|
||||
extends Node
|
||||
|
||||
var players = {}
|
||||
var current_map: String = ""
|
||||
|
||||
var local_player_health = 0
|
||||
var player_state_global: PlayerState = PlayerState.new()
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
@rpc("reliable", "call_local")
|
||||
func get_player_health(id: int) -> int:
|
||||
return players.get(id)["health"]
|
||||
|
||||
func _on_connected_ok():
|
||||
var player_state := PlayerState.new()
|
||||
register_player.rpc_id(1, multiplayer.get_unique_id(), player_state_global.name)
|
||||
|
||||
|
||||
@rpc("any_peer", "reliable", "call_remote")
|
||||
func register_player(id: int, name: String):
|
||||
var player_state := PlayerState.new()
|
||||
player_state.id = id
|
||||
player_state.name = name
|
||||
players[multiplayer.get_remote_sender_id()] = player_state
|
||||
|
||||
func _on_player_connected(id):
|
||||
pass
|
||||
#if multiplayer.is_server():
|
||||
#GameServerManager.load_map.rpc_id(id, GameServerManager.current_map)
|
||||
|
||||
func _ready() -> void:
|
||||
multiplayer.peer_connected.connect(_on_player_connected)
|
||||
multiplayer.connected_to_server.connect(_on_connected_ok)
|
||||
print("started")
|
||||
pass # Replace with function body.
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta: float) -> void:
|
||||
pass
|
||||
|
||||
func set_map(name: String):
|
||||
current_map = name
|
||||
|
||||
func create_server(player_data: PlayerManager) -> Error:
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var err = peer.create_server(27015, 30)
|
||||
if err:
|
||||
return err
|
||||
multiplayer.multiplayer_peer = peer
|
||||
if DisplayServer.get_name() != "headless":
|
||||
var player_state := PlayerState.new()
|
||||
player_state.id = 1
|
||||
player_state.name = player_data.name
|
||||
players[1] = player_state
|
||||
return OK
|
||||
|
||||
func join_server(player_data: PlayerManager, ip: String, port: int) -> Error:
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var err = peer.create_client("127.0.0.1", 27015)
|
||||
if err != OK:
|
||||
return err
|
||||
player_state_global.id = multiplayer.get_remote_sender_id()
|
||||
player_state_global.name = player_data.name
|
||||
multiplayer.multiplayer_peer = peer
|
||||
register_player.rpc_id(1, player_state_global)
|
||||
return OK
|
||||
|
||||
@rpc("authority", "call_remote")
|
||||
func load_map(map: String):
|
||||
get_tree().change_scene_to_file(map)
|
||||
|
||||
|
||||
func request_data_from_client(id: int):
|
||||
send_data_to_server.rpc_id(id)
|
||||
|
||||
@rpc("any_peer", "call_remote")
|
||||
func send_data_to_server():
|
||||
pass
|
||||
|
@ -99,7 +99,6 @@ func _add_first_view_model() -> Error :
|
||||
# Define a format string with placeholder '%s'
|
||||
var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
|
||||
var path := path_tmpl % current_gun
|
||||
print(path)
|
||||
if not ResourceLoader.exists(path):
|
||||
return ERR_DOES_NOT_EXIST
|
||||
var scene: PackedScene = ResourceLoader.load(path)
|
||||
@ -108,9 +107,6 @@ func _add_first_view_model() -> Error :
|
||||
var node: Node3D = scene.instantiate()
|
||||
node.scale = Vector3(0.03,0.03,0.03)
|
||||
node.position = Vector3(0.02, -0.03, -0.07)
|
||||
current_weapon_bullet_speed = node.bullet_speed
|
||||
current_weapon_cooldown_interwal = node.cooldown
|
||||
current_weapon_damage = node.damage
|
||||
gun_with_hands = node
|
||||
gun_mount.add_child(node)
|
||||
return OK
|
||||
@ -169,7 +165,7 @@ var jump_vel: Vector3 # Jumping velocity
|
||||
@export_range(0.1, 3.0, 0.1) var jump_height: float = 1 # m
|
||||
@export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1
|
||||
|
||||
var is_shooting: bool = false
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if _is_current_player():
|
||||
if event is InputEventMouseMotion:
|
||||
@ -177,10 +173,7 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
if mouse_captured: _rotate_camera()
|
||||
#if Input.is_action_just_pressed("jump"): jumping = true
|
||||
if Input.is_action_just_pressed("exit"): get_tree().quit()
|
||||
if Input.is_action_pressed("shot"): is_shooting = true
|
||||
if Input.is_action_just_released("shot"):
|
||||
is_shooting = false
|
||||
gun_with_hands.reset_spread()
|
||||
if Input.is_action_pressed("shot"): _shoot()
|
||||
#if str($"..".name).to_int() == multiplayer.get_unique_id():
|
||||
#if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
|
||||
#if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
|
||||
@ -198,15 +191,13 @@ func _process(delta: float) -> void:
|
||||
fps_indicator.text = str(Engine.get_frames_per_second())
|
||||
if health == 0:
|
||||
alive = false
|
||||
var world: Node3D = find_parent("Map")
|
||||
var spawner: MultiplayerSpawner = world.find_child("ObjectSpawner").find_child("MultiplayerSpawner")
|
||||
var objects_root: Node3D = world.find_child("ObjectSpawner").find_child("Objects")
|
||||
var world: Node3D = find_parent("ElTest")
|
||||
var spawner: MultiplayerSpawner = world.find_child("ObjectsSpawner")
|
||||
var objects_root: Node3D = world.find_child("Objects")
|
||||
spawner.spawn(model)
|
||||
model.reparent(get_tree().get_root())
|
||||
model.die()
|
||||
queue_free()
|
||||
if is_shooting == true:
|
||||
_shoot()
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
@ -246,9 +237,6 @@ var bullet = load("res://scenes/weapon/bullet.tscn")
|
||||
@onready var shooting_raycast: RayCast3D = $FirstPersonCameraMount/RayCast3D
|
||||
@onready var bullet_starting_point: Node3D = $FirstPersonCameraMount/BulletStartingPoint
|
||||
@onready var aim_ray: RayCast3D = $FirstPersonCameraMount/BulletStartingPoint/AimRay
|
||||
var current_weapon_damage: int
|
||||
var current_weapon_bullet_speed: int
|
||||
var current_weapon_cooldown_interwal: float
|
||||
# --find the gun node and exec shoot
|
||||
var cant_shoot: bool = false
|
||||
func _shoot():
|
||||
@ -259,18 +247,18 @@ func _shoot():
|
||||
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(50)
|
||||
collider.hit()
|
||||
var root := get_tree().get_root()
|
||||
gun_with_hands.shoot()
|
||||
cant_shoot = true
|
||||
await get_tree().create_timer(current_weapon_cooldown_interwal).timeout
|
||||
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):
|
||||
# -- TODO: Should not be hardcoded
|
||||
var world: Node3D = find_parent("Map")
|
||||
world.spawn_bullet(bullet_starting_point, current_weapon_bullet_speed, current_weapon_damage)
|
||||
var world: Node3D = find_parent("ElTest")
|
||||
world.spawn_bullet(bullet_starting_point)
|
||||
|
||||
func _get_camera_collision():
|
||||
var viewport = get_viewport().size
|
||||
|
Reference in New Issue
Block a user