160 lines
6.1 KiB
GDScript
160 lines
6.1 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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var shooting := 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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const JUMP_VELOCITY = 4.5
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#func _ready() -> void:
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var current_gun: String = "ak"
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@onready var gun_mount: Node3D = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount
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@onready var gun_mount_anim: AnimationPlayer = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount/AnimationPlayer
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var gun_with_hands: Node3D = null
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@onready var bullet_starting_point: Node3D = $CameraMount/BulletStartingPoint
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@onready var aim_ray: RayCast3D = $CameraMount/BulletStartingPoint/AimRay
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@onready var gun_camera: Camera3D = $CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D
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var current_weapon_damage: int
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var current_weapon_bullet_speed: int
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var current_weapon_cooldown_interwal: float
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var look_dir: Vector2
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var moving = false
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func _ready() -> void:
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global_position = $"..".initial_position
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# -- TODO: It should not be hardcoded
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# Define a format string with placeholder '%s'
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var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
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var path := path_tmpl % current_gun
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var scene: PackedScene = ResourceLoader.load(path)
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var node: Node3D = scene.instantiate()
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node.scale = Vector3(0.5,0.5,0.5)
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node.position = Vector3(-0.3, -0.4, 0)
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current_weapon_bullet_speed = node.bullet_speed
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current_weapon_cooldown_interwal = node.cooldown
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current_weapon_damage = node.damage
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gun_with_hands = node
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gun_mount.add_child(node)
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func _input(event):
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if Input.is_action_just_pressed("jump"): jumping = true
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if Input.is_action_pressed("shoot"): shooting = true
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if Input.is_action_just_released("shoot"): shooting = false
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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, -camera_mount.rotation.x)
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#server_node.set_input_direction.rpc_id(1, rotation.x, rotation.y)
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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"):
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moving = true
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else:
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moving = false
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@onready var server_node: PlayerServerNode = $"../ServerControlledNode"
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_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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input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
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server_node.set_input_direction.rpc_id(1, input_direction)
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if not is_on_floor():
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velocity += get_gravity() * delta
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if is_on_floor() && jumping:
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server_node.jump.rpc_id(1)
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velocity.y = JUMP_VELOCITY
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if shooting:
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server_node.shoot.rpc_id(1)
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jumping = false
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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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#first_view_legs_anim.play("Run Forward")
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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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func _process(delta: float) -> void:
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if moving:
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gun_mount_anim.play("move")
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else:
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gun_mount_anim.stop()
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move_and_slide()
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var cant_shoot: bool = false
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func _shoot():
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if not cant_shoot:
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gun_with_hands.shoot()
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cant_shoot = true
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await get_tree().create_timer(current_weapon_cooldown_interwal).timeout
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cant_shoot = false
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#func _physics_process(delta: float) -> void:
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#if multiplayer.get_unique_id() == get_multiplayer_authority():
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#if not is_on_floor():
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#velocity += get_gravity() * delta
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#if is_on_floor() && jumping:
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#velocity.y = JUMP_VELOCITY
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#jumping = false
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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 first_view_legs_anim: AnimationPlayer = null
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func _add_legs_to_first_view() -> Error :
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# -- TODO: It should not be hardcoded
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var path := "res://scenes/characters/blue/dummy.tscn"
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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var skeleton: Skeleton3D = node.find_child("Skeleton3D")
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var bone := skeleton.find_bone("mixamorig_Spine")
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if bone != -1:
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skeleton.set_bone_pose_scale(bone, Vector3(0, 0, 0))
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add_child(node)
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var animation_node: AnimationPlayer = node.find_child("AnimationPlayer")
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if animation_node != null:
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first_view_legs_anim = animation_node
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return OK
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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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