# --------------------------------------------------------------------- # --------------------------------------------------------------------- # This script is supposed to control the node that is rendered on the # client side, and send the changes to the server node # --------------------------------------------------------------------- extends CharacterBody3D @export var jumping := false var shooting := false @export var input_direction := Vector2() @onready var camera_mount = $CameraMount @onready var camera = $CameraMount/Camera3D @onready var placeholder: Node3D = $'..' var paused := false const JUMP_VELOCITY = 4.5 #func _ready() -> void: var current_gun: String = "m1" @onready var gun_mount: Node3D = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount @onready var gun_mount_anim: AnimationPlayer = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount/AnimationPlayer var gun_with_hands: Node3D = null @onready var bullet_starting_point: Node3D = $CameraMount/BulletStartingPoint @onready var aim_ray: RayCast3D = $CameraMount/BulletStartingPoint/AimRay @onready var gun_camera: Camera3D = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D var current_weapon_damage: int var current_weapon_bullet_speed: int var current_weapon_cooldown_interwal: float var look_dir: Vector2 var moving = false @export var equipment_meta: Dictionary = {} @export var equipment: Dictionary = {} var chosen_weapon: int = 1 func _ready() -> void: global_position = $"..".initial_position _add_legs_to_first_view() # -- TODO: It should not be hardcoded # Define a format string with placeholder '%s' #var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn" #var path := path_tmpl % current_gun #var scene: PackedScene = ResourceLoader.load(path) #var node: Node3D = scene.instantiate() #node.scale = Vector3(0.5,0.5,0.5) #node.position = Vector3(-0.3, -0.4, 0) #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) @rpc('any_peer', 'call_local', "reliable") func set_default_weapon_meta(slot: int, name: String): equipment_meta[slot] = name print(equipment_meta) func load_weapon(name: String) -> Error: var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn" var path := path_tmpl % name var scene: PackedScene = ResourceLoader.load(path) var node: Node3D = scene.instantiate() return OK @rpc('any_peer', 'call_local', "reliable") func _preload_weapon(): for i in equipment_meta: var weapon_name = equipment_meta[i] print(weapon_name) var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn" var path := path_tmpl % weapon_name var scene: PackedScene = ResourceLoader.load(path) var node: Node3D = scene.instantiate() node.scale = Vector3(0.5,0.5,0.5) node.position = Vector3(-0.3, -0.4, 0) node.name = "CurrentWeapon" node.visible = 0 equipment[weapon_name] = node gun_mount.add_child(node) func _choose_weapon(slot: int): if chosen_weapon != slot: if equipment_meta.has(chosen_weapon): if equipment.has(equipment_meta[chosen_weapon]): if equipment[equipment_meta[chosen_weapon]] != null: equipment[equipment_meta[chosen_weapon]].visible = 0 chosen_weapon = slot if equipment_meta.has(slot): var desired_weapon: String = equipment_meta[slot] if equipment.has(desired_weapon): equipment[equipment_meta[chosen_weapon]].visible = 1 func _input(event): if multiplayer.get_unique_id() == get_multiplayer_authority(): if Input.is_action_just_pressed("jump"): jumping = true if Input.is_action_just_pressed("shoot"): shooting = true if Input.is_action_just_released("shoot"): shooting = false if Input.is_action_just_pressed("weapon_slot_1"): _choose_weapon(1) if Input.is_action_just_pressed("weapon_slot_2"): _choose_weapon(2) if Input.is_action_just_pressed("weapon_slot_3"): _choose_weapon(3) if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: look_dir = event.relative * 1 rotation.y -= look_dir.x * camera_sens * 1.0 camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5) server_node.set_rotation_y.rpc_id(1, rotation.y) server_node.set_rotation_x.rpc_id(1, -camera_mount.rotation.x) #server_node.set_input_direction.rpc_id(1, rotation.x, rotation.y) if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right") or Input.is_action_pressed("move_forward") or Input.is_action_pressed("move_backwards"): moving = true else: moving = false @onready var server_node: PlayerServerNode = $"../ServerControlledNode" # Called every frame. 'delta' is the elapsed time since the previous frame. func _physics_process(delta: float) -> void: if multiplayer.get_unique_id() == get_multiplayer_authority(): if !paused: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards") server_node.set_input_direction.rpc_id(1, input_direction) if not is_on_floor(): velocity += get_gravity() * delta if is_on_floor() && jumping: server_node.jump.rpc_id(1) velocity.y = JUMP_VELOCITY if shooting: server_node.shoot.rpc_id(1) jumping = false var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized() if is_on_floor(): if direction: #first_view_legs_anim.play("Run Forward") velocity.x = direction.x * placeholder.character_speed velocity.z = direction.z * placeholder.character_speed else: velocity.x = move_toward(velocity.x, 0, placeholder.character_speed) velocity.z = move_toward(velocity.z, 0, placeholder.character_speed) func _process(delta: float) -> void: if moving: pass #gun_mount_anim.play("move") else: pass #gun_mount_anim.stop() move_and_slide() var cant_shoot: bool = false func _shoot(): if not cant_shoot: gun_with_hands.shoot() cant_shoot = true await get_tree().create_timer(current_weapon_cooldown_interwal).timeout cant_shoot = false #func _physics_process(delta: float) -> void: #if multiplayer.get_unique_id() == get_multiplayer_authority(): #if not is_on_floor(): #velocity += get_gravity() * delta #if is_on_floor() && jumping: #velocity.y = JUMP_VELOCITY #jumping = false #var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized() #if is_on_floor(): #if direction: #velocity.x = direction.x * placeholder.character_speed #velocity.z = direction.z * placeholder.character_speed #else: #velocity.x = move_toward(velocity.x, 0, placeholder.character_speed) #velocity.z = move_toward(velocity.z, 0, placeholder.character_speed) #move_and_slide() var first_view_legs_anim: AnimationPlayer = null func _add_legs_to_first_view() -> Error : # -- TODO: It should not be hardcoded var path := "res://scenes/characters/blue/dummy.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 node: Node3D = scene.instantiate() var skeleton: Skeleton3D = node.find_child("Skeleton3D") var bone := skeleton.find_bone("mixamorig_Spine") if bone != -1: print(bone) skeleton.set_bone_pose_scale(bone, Vector3(0.0001, 0.0001, 0.0001)) add_child(node) var animation_node: AnimationPlayer = node.find_child("AnimationPlayer") if animation_node != null: first_view_legs_anim = animation_node return OK var camera_sens: float = 0.002 @rpc("authority", "reliable") func set_current_rotation(rotation: Vector3): rotation = rotation @rpc("any_peer", "reliable") func set_current_position(x: float, y: float, z: float): global_position = Vector3(x, y ,z) @rpc("any_peer", "call_local", "reliable") func jump(): jumping = true