# --------------------------------------------------------------------- # --------------------------------------------------------------------- # 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 @export var input_direction := Vector2() @onready var camera_mount = $CameraMount @onready var camera = $CameraMount/Camera3D @onready var placeholder: Node3D = $'..' var paused := false #func _ready() -> void: var look_dir: Vector2 func _ready() -> void: global_position = $"..".initial_position func _input(event): if multiplayer.get_unique_id() == get_multiplayer_authority(): 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, rotation.x) @onready var server_node: ServerControlledPlayer = $"../ServerControlledNode" # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if multiplayer.get_unique_id() == get_multiplayer_authority(): if !paused: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) server_node.set_input_direction.rpc_id(1, input_direction) input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards") if Input.is_action_just_pressed("jump"): jump.rpc_id(1) func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta if multiplayer.get_unique_id() == get_multiplayer_authority(): 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 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