Fixed annoying error
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parent
100afe5e51
commit
aa1c1c8d64
8 changed files with 38 additions and 49 deletions
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@ -119,7 +119,7 @@ spawn_radius = 10.0
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -32.38732, 0.5180037, 8.271217)
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script = ExtResource("4_pi0y7")
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team = 1
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spawn_radius = 10.0
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spawn_radius = 5.0
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[node name="SpectatorSpawn" type="Marker3D" parent="PlayersContainer"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.0165482, 17.832424, 2.9756432)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=25 format=3 uid="uid://dpsr6ug3pkb40"]
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[gd_scene load_steps=26 format=3 uid="uid://dpsr6ug3pkb40"]
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[ext_resource type="Script" uid="uid://3dphlay25fih" path="res://scripts/player/player.gd" id="1_g2els"]
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[ext_resource type="Script" uid="uid://dalwlndejfdhm" path="res://scripts/player/crosshair.gd" id="3_dqkch"]
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@ -13,6 +13,7 @@
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[ext_resource type="Script" uid="uid://3777rkbebgjm" path="res://scripts/state_machine/machine.gd" id="8_f1ej7"]
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[ext_resource type="PackedScene" uid="uid://c2r8dbudbs7l3" path="res://models/characters/worldmodels/molikman_ingame.glb" id="8_smehm"]
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[ext_resource type="Script" uid="uid://bv8sgx78s8hwn" path="res://scripts/player/states/crouching.gd" id="9_oprun"]
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[ext_resource type="Script" uid="uid://dmy6ahci16los" path="res://scripts/debug/inventory_preview.gd" id="9_ownlk"]
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[ext_resource type="Script" uid="uid://u0e2b2mvij1k" path="res://scripts/player/states/standing.gd" id="10_a8ls1"]
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[ext_resource type="Script" uid="uid://cwasvwhm5yg0o" path="res://scripts/player/states/walk.gd" id="11_qfm1y"]
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[ext_resource type="Script" uid="uid://cq4i0afwesdm3" path="res://scripts/player/states/falling.gd" id="12_fulsm"]
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@ -199,14 +200,17 @@ layout_mode = 0
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offset_right = 40.0
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offset_bottom = 40.0
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[node name="VBoxContainer" type="VBoxContainer" parent="HUD/PanelContainer"]
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[node name="VBoxContainer2" type="VBoxContainer" parent="HUD/PanelContainer"]
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layout_mode = 2
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[node name="Properties" type="VBoxContainer" parent="HUD/PanelContainer/VBoxContainer2"]
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layout_mode = 2
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script = ExtResource("7_oprun")
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property_array = Dictionary[NodePath, StringName]({
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NodePath("../../../BodyStateMachine"): &"current_state",
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NodePath("../../../WeaponSystem"): &"current_state",
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NodePath("../../../AnimationPlayer"): &"current_animation"
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})
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[node name="InventoryPreview" type="Label" parent="HUD/PanelContainer/VBoxContainer2" node_paths=PackedStringArray("inventory")]
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layout_mode = 2
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script = ExtResource("9_ownlk")
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inventory = NodePath("../../../../WeaponSystem")
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[node name="Crosshair" type="Control" parent="HUD"]
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layout_mode = 1
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11
scripts/debug/inventory_preview.gd
Normal file
11
scripts/debug/inventory_preview.gd
Normal file
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@ -0,0 +1,11 @@
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extends Label
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@export var inventory: WeaponSystem
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func _process(_delta: float) -> void:
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var weapons = ""
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for child in inventory.get_children():
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if child is WeaponSubStateMachine:
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weapons += child.name + ", "
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text = weapons
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1
scripts/debug/inventory_preview.gd.uid
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1
scripts/debug/inventory_preview.gd.uid
Normal file
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@ -0,0 +1 @@
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uid://dmy6ahci16los
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@ -1,22 +0,0 @@
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extends RigidBody3D
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@export var radius: float
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@export var fog: FogVolume
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var bounce_count: int = 0
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func _on_body_entered(_body: Node) -> void:
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if bounce_count > 2:
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return
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bounce_count += 1
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if bounce_count == 2:
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smoke()
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func smoke():
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var tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
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tween.tween_property(fog,"size",Vector3(radius,radius,radius),1.0)
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tween.tween_interval(10)
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tween.tween_property(fog.material,"density",0,1.0)
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tween.tween_callback(queue_free)
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@ -1 +0,0 @@
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uid://t5jjqwnkxgvo
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@ -7,9 +7,3 @@ const IMPULSE = 10
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@export var slot: StringName
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@export var weapon: WeaponSubStateMachine
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@export var team: Session.TEAMS
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@rpc("any_peer","call_local","reliable")
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func drop(direction: Vector3,new_position: Vector3):
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apply_impulse(direction * IMPULSE)
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global_position = new_position
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@ -55,9 +55,10 @@ func add(state: WeaponSubStateMachine, slot: StringName) -> void:
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state.player = player
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state.request_return.connect(return_to_previous)
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func switch(to: StringName):
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func switch(to: StringName, exit: bool = true):
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if slots.has(to) == false or slots[to] == null or slots[to] == current_state or is_multiplayer_authority() == false:
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return
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if current_state != null and exit:
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current_state.exit()
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if current_state.can_be_previous:
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last_slot = slots.find_key(current_state)
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@ -85,8 +86,8 @@ func drop():
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$"../PickupRange".start_temp_ignore()
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Session.despawn(current_state.get_path())
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return_to_previous()
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current_state.queue_free()
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return_to_previous(false)
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# Spawn function
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# Data should be a dictionary with these keys:
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@ -105,14 +106,15 @@ func pick_up_weapon(data: Variant) -> Node:
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func on_weapon_added(weapon: Node):
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add(weapon,weapon.slot)
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func return_to_previous():
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func return_to_previous(exit: bool = true):
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if last_slot != "":
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switch(last_slot)
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switch(last_slot, exit)
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else:
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switch("knife")
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switch("knife", exit)
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@rpc("authority","call_remote","reliable")
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func update_remotes(to: StringName):
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if current_state != null:
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current_state.exit()
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current_state = slots[to]
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current_state.enter()
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