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5 Commits
d3a30b082f
...
add-weapon
Author | SHA1 | Date | |
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b4da54c2ac | |||
3e6eab08fd
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9b1ab02b94
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b54ffaeb0d
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06a1d28e42
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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
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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/Menu.tscn"
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run/main_scene="res://scenes/utils/menus/main/main_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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@ -26,6 +26,8 @@ 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, 0.290623, -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, 0.290624, -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, -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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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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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, -58.5461, -4.56913, 57.6046, 80.6695, -13.1964, 11.4119, 8.0493, 99.0201, 2.40599, 0.973749, -98.2036)
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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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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, 5.06134e-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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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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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, -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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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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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, 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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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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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, -2.52506e-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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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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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, -1.50277e-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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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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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, 1.38762e-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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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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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, -1.04904e-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, -1.19209e-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, -26.2684, 7.73901, -23.4203, 64.2554, -72.957, 14.1919, -71.9807, -67.9513, 5.83707, 19.601, -60.9754)
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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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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, -2.67029e-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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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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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, -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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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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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, -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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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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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, 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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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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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, 5.06137e-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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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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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: int = 20
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@export var damage_multiplexer: float = 2.0
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signal body_part_hit(dam)
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signal body_part_hit(damage: int)
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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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@ -12,5 +12,6 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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pass
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func hit():
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emit_signal("body_part_hit", damage)
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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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@ -4,18 +4,19 @@
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[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="2_lsd7c"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_jc50w"]
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radius = 0.3
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margin = 0.5
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radius = 0.4
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height = 1.6
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||||
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||||
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_tl74a"]
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properties/0/path = NodePath(".:position")
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||||
properties/0/spawn = true
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||||
properties/0/spawn = false
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||||
properties/0/replication_mode = 1
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properties/1/path = NodePath(".:rotation")
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properties/1/spawn = true
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properties/1/spawn = false
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properties/1/replication_mode = 1
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properties/2/path = NodePath(".:health")
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properties/2/spawn = true
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||||
properties/2/spawn = false
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||||
properties/2/replication_mode = 2
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||||
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[sub_resource type="Animation" id="Animation_falg4"]
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@ -89,6 +90,7 @@ collision_mask = 9
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||||
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="."]
|
||||
|
22
scenes/maps/base/bullet_spawner/bullet_controller.gd
Normal file
22
scenes/maps/base/bullet_spawner/bullet_controller.gd
Normal file
@ -0,0 +1,22 @@
|
||||
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
|
8
scenes/maps/base/bullet_spawner/bullet_spawner.tscn
Normal file
8
scenes/maps/base/bullet_spawner/bullet_spawner.tscn
Normal file
@ -0,0 +1,8 @@
|
||||
[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="."]
|
84
scenes/maps/base/map_loader.gd
Normal file
84
scenes/maps/base/map_loader.gd
Normal file
@ -0,0 +1,84 @@
|
||||
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)
|
9
scenes/maps/base/object_spawner/object_spawner.tscn
Normal file
9
scenes/maps/base/object_spawner/object_spawner.tscn
Normal file
@ -0,0 +1,9 @@
|
||||
[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="."]
|
33
scenes/maps/base/player_spawner/player_spawner.gd
Normal file
33
scenes/maps/base/player_spawner/player_spawner.gd
Normal file
@ -0,0 +1,33 @@
|
||||
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
|
13
scenes/maps/base/player_spawner/player_spawner.tscn
Normal file
13
scenes/maps/base/player_spawner/player_spawner.tscn
Normal file
@ -0,0 +1,13 @@
|
||||
[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="."]
|
11
scenes/maps/base/single_spawn_controller.gd
Normal file
11
scenes/maps/base/single_spawn_controller.gd
Normal file
@ -0,0 +1,11 @@
|
||||
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
|
52
scenes/maps/base/spawn_controller.gd
Normal file
52
scenes/maps/base/spawn_controller.gd
Normal file
@ -0,0 +1,52 @@
|
||||
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
|
@ -1,23 +0,0 @@
|
||||
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()
|
@ -1,40 +0,0 @@
|
||||
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
|
File diff suppressed because one or more lines are too long
@ -1,17 +0,0 @@
|
||||
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
|
@ -1,23 +0,0 @@
|
||||
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.")
|
1274
scenes/maps/maps/el_test.tscn
Normal file
1274
scenes/maps/maps/el_test.tscn
Normal file
File diff suppressed because it is too large
Load Diff
13743
scenes/maps/maps/lowpoly_tdm_1.tscn
Normal file
13743
scenes/maps/maps/lowpoly_tdm_1.tscn
Normal file
File diff suppressed because one or more lines are too long
973
scenes/maps/maps/lowpoly_tdm_2.tscn
Normal file
973
scenes/maps/maps/lowpoly_tdm_2.tscn
Normal file
File diff suppressed because one or more lines are too long
@ -1,76 +0,0 @@
|
||||
[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)
|
14
scenes/resources/player_state.gd
Normal file
14
scenes/resources/player_state.gd
Normal file
@ -0,0 +1,14 @@
|
||||
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
|
@ -43,6 +43,13 @@ 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/el_test.tscn" id="1_25xw6"]
|
||||
[ext_resource type="PackedScene" uid="uid://c1v6kb00y77ij" path="res://scenes/maps/maps/el_test.tscn" id="1_25xw6"]
|
||||
|
||||
[node name="ChooseTeam" type="Node3D"]
|
||||
|
||||
|
@ -23,6 +23,14 @@ func _ready() -> void:
|
||||
multiplayer.connected_to_server.connect(_on_connected_ok)
|
||||
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
|
||||
@ -50,7 +58,12 @@ func remove_multiplayer_peer():
|
||||
# do Lobby.load_game.rpc(filepath)
|
||||
@rpc("call_local", "reliable")
|
||||
func load_game():
|
||||
get_tree().change_scene_to_file("res://scenes/maps/el_test.tscn")
|
||||
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)
|
||||
|
||||
# Every peer will call this when they have loaded the game scene.
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
|
60
scenes/utils/menus/main/main_menu.gd
Normal file
60
scenes/utils/menus/main/main_menu.gd
Normal file
@ -0,0 +1,60 @@
|
||||
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())
|
||||
|
145
scenes/utils/menus/main/main_menu.tscn
Normal file
145
scenes/utils/menus/main/main_menu.tscn
Normal file
@ -0,0 +1,145 @@
|
||||
[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
|
||||
|
||||
const SPEED = 200 # 200
|
||||
|
||||
@export var speed: int = 0
|
||||
@export var damage: int = 0
|
||||
@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()
|
||||
ray.get_collider().hit(damage)
|
||||
rigid_body_3d.visible = false
|
||||
particles.emitting = true
|
||||
#if ray.get_collider().is_in_group("body"):
|
||||
|
55
scenes/weapon/generic_weapon_controller.gd
Normal file
55
scenes/weapon/generic_weapon_controller.gd
Normal file
@ -0,0 +1,55 @@
|
||||
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()
|
@ -1,18 +0,0 @@
|
||||
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()
|
@ -1,6 +1,4 @@
|
||||
[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"]
|
||||
[gd_scene load_steps=4 format=4 uid="uid://dn6imke7vnimn"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ledbj"]
|
||||
resource_name = "stell"
|
||||
@ -45,7 +43,6 @@ 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)
|
||||
|
35
scenes/weapon/guns/ak/bullet_spread.gd
Normal file
35
scenes/weapon/guns/ak/bullet_spread.gd
Normal file
@ -0,0 +1,35 @@
|
||||
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)
|
@ -1,10 +0,0 @@
|
||||
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)
|
@ -6,7 +6,6 @@ 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")
|
||||
|
@ -1,7 +1,8 @@
|
||||
[gd_scene load_steps=55 format=4 uid="uid://dtvo21mk1webd"]
|
||||
[gd_scene load_steps=56 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"]
|
||||
@ -553,7 +554,11 @@ blend_shape_mode = 0
|
||||
shadow_mesh = SubResource("ArrayMesh_he3sr")
|
||||
|
||||
[node name="WithHands" type="Node3D"]
|
||||
script = ExtResource("1_2iqts")
|
||||
script = ExtResource("1_h1xyo")
|
||||
damage = 50
|
||||
cooldown = 0.1
|
||||
bullet_speed = 200
|
||||
bullet_spread_script = ExtResource("2_4o3my")
|
||||
|
||||
[node name="Gun" parent="." instance=ExtResource("1_aaafm")]
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
extends MeshInstance3D
|
||||
|
||||
var alpha = 1.0
|
||||
func init(pos1, pos2):
|
||||
func init(pos1: Vector3, pos2: Vector3):
|
||||
var draw_mesh := ImmediateMesh.new()
|
||||
mesh = draw_mesh
|
||||
draw_mesh.surface_begin(Mesh.PRIMITIVE_LINES, material_override)
|
||||
|
@ -1,15 +1,76 @@
|
||||
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
|
||||
|
@ -99,6 +99,7 @@ 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)
|
||||
@ -107,6 +108,9 @@ 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
|
||||
@ -165,7 +169,7 @@ 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:
|
||||
@ -173,7 +177,10 @@ 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"): _shoot()
|
||||
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 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()
|
||||
@ -191,13 +198,15 @@ func _process(delta: float) -> void:
|
||||
fps_indicator.text = str(Engine.get_frames_per_second())
|
||||
if health == 0:
|
||||
alive = false
|
||||
var world: Node3D = find_parent("ElTest")
|
||||
var spawner: MultiplayerSpawner = world.find_child("ObjectsSpawner")
|
||||
var objects_root: Node3D = world.find_child("Objects")
|
||||
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")
|
||||
spawner.spawn(model)
|
||||
model.reparent(get_tree().get_root())
|
||||
model.die()
|
||||
queue_free()
|
||||
if is_shooting == true:
|
||||
_shoot()
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
@ -237,6 +246,9 @@ 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():
|
||||
@ -247,18 +259,18 @@ 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()
|
||||
collider.hit(50)
|
||||
var root := get_tree().get_root()
|
||||
gun_with_hands.shoot()
|
||||
cant_shoot = true
|
||||
await get_tree().create_timer(0.2).timeout
|
||||
await get_tree().create_timer(current_weapon_cooldown_interwal).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("ElTest")
|
||||
world.spawn_bullet(bullet_starting_point)
|
||||
var world: Node3D = find_parent("Map")
|
||||
world.spawn_bullet(bullet_starting_point, current_weapon_bullet_speed, current_weapon_damage)
|
||||
|
||||
func _get_camera_collision():
|
||||
var viewport = get_viewport().size
|
||||
|
@ -1,5 +1,6 @@
|
||||
extends CSGBox3D
|
||||
class_name PlayerManager extends Object
|
||||
|
||||
var name: String
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready() -> void:
|
Reference in New Issue
Block a user