70 lines
2.6 KiB
GDScript
70 lines
2.6 KiB
GDScript
# ---------------------------------------------------------------------
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# ---------------------------------------------------------------------
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# This script is supposed to control the node that is rendered on the
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# client side, and send the changes to the server node
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# ---------------------------------------------------------------------
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extends CharacterBody3D
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@export var jumping := false
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@export var input_direction := Vector2()
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@onready var camera_mount = $CameraMount
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@onready var camera = $CameraMount/Camera3D
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@onready var placeholder: Node3D = $'..'
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var paused := false
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#func _ready() -> void:
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var look_dir: Vector2
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func _ready() -> void:
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global_position = $"..".initial_position
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func _input(event):
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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look_dir = event.relative * 1
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rotation.y -= look_dir.x * camera_sens * 1.0
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camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
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server_node.set_rotation_y.rpc_id(1, rotation.y)
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server_node.set_rotation_x.rpc_id(1, rotation.x)
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@onready var server_node: ServerControlledPlayer = $"../ServerControlledNode"
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if !paused:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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server_node.set_input_direction.rpc_id(1, input_direction)
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input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
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if Input.is_action_just_pressed("jump"):
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jump.rpc_id(1)
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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if is_on_floor():
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if direction:
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velocity.x = direction.x * placeholder.character_speed
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velocity.z = direction.z * placeholder.character_speed
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else:
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velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
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velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
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move_and_slide()
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var camera_sens: float = 0.002
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@rpc("authority", "reliable")
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func set_current_rotation(rotation: Vector3):
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rotation = rotation
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@rpc("any_peer", "reliable")
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func set_current_position(x: float, y: float, z: float):
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global_position = Vector3(x, y ,z)
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@rpc("any_peer", "call_local", "reliable")
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func jump():
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jumping = true
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