extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 @export var _projectile_scene: PackedScene @export var _projectile_holder: Node @export var _projectile_point: Marker3D @export var _camera_pivot: Node3D @export var _camera: Camera3D @export var _line_of_sight: ShapeCast3D @export var _shot_sound: AudioStreamPlayer3D @export var id: int @export var input_dir := Vector2() @export var input_jumped := false var _max_speed := 12 var _mouse_sensitivity := 0.008 # radians/pixel var _projectile_speed := 12.0 var controls_disabled := false var held_thing: String # What the others see. func _init_bystander() -> void: $Nickname.text = GameState.fetch().player_data[id].username $Nickname.show() func _ready() -> void: if id != multiplayer.get_unique_id(): _init_bystander() return $Model.hide() _camera.make_current() var spawn_point: Marker3D = get_tree().get_nodes_in_group("spawn_points").pick_random() global_position = spawn_point.global_position reset_physics_interpolation() func _process(_delta: float) -> void: if id != multiplayer.get_unique_id(): return _process_input() func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle jump. if input_jumped and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() @rpc("any_peer", "call_local", "reliable") func hold_thing() -> void: held_thing = "water" _camera_pivot.get_node("HeldViewmodel").show() @rpc("any_peer", "call_local", "reliable") func throw_thing() -> void: held_thing = "" _camera_pivot.get_node("HeldViewmodel").hide() func _unhandled_input(event: InputEvent) -> void: if controls_disabled or id != multiplayer.get_unique_id(): return if event is InputEventMouseMotion: rotate_y(-event.relative.x * _mouse_sensitivity) _camera_pivot.rotate_x(-event.relative.y * _mouse_sensitivity) _camera_pivot.rotation.x = clamp(_camera_pivot.rotation.x, -1.2, 1.2) return if event.is_action_pressed("pick") and held_thing == "": if _line_of_sight.is_colliding(): if id != 1: print("test") # TODO: bad var picked = _line_of_sight.get_collider(0).get_parent() picked.get_picked_up.rpc() hold_thing.rpc() if event.is_action_pressed("fire") and held_thing != "": var new_projectile: Node3D = _projectile_scene.instantiate() _projectile_holder.add_child(new_projectile, true) _set_projectile_authority.rpc(new_projectile.get_path(), id) new_projectile.set_global_pos.rpc(_projectile_point.global_position) new_projectile.sender_body = self new_projectile.body.process_mode = Node.PROCESS_MODE_INHERIT new_projectile.body.linear_velocity = -_camera.global_basis.z * _projectile_speed _shot_sound.play() throw_thing.rpc() @rpc("authority", "call_local", "reliable") func _set_projectile_authority(path: NodePath, authority_id: int) -> void: if not _projectile_holder.has_node(path): return _projectile_holder.get_node(path).set_multiplayer_authority(authority_id) func _process_input() -> void: if controls_disabled: input_dir = Vector2.ZERO input_jumped = false return input_dir = Input.get_vector("strafe_left", "strafe_right", "move_forward", "move_backward") input_jumped = Input.is_action_just_pressed("jump")