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