movement sync
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daa83ce96d
commit
bb3a14ece7
13 changed files with 46 additions and 35 deletions
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@ -7,17 +7,10 @@ extends Node
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const ATTACK_LAYER: int = 0b10000
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const DEFENCE_LAYER: int = 0b100000
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func on_spawned() -> void:
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func _ready() -> void:
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if is_multiplayer_authority() == false: return
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var mask = (ATTACK_LAYER if (player.team == Session.TEAMS.DEFENCE != inverse) else DEFENCE_LAYER)
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if layer:
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get_parent().collision_layer |= mask
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else:
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get_parent().collision_mask |= mask
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global_update.rpc(layer,mask)
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@rpc
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func global_update(new_layer,mask) -> void:
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if new_layer:
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get_parent().collision_layer |= mask
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else:
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get_parent().collision_mask |= mask
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@ -4,9 +4,8 @@ extends Camera3D
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var active: bool
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func _ready() -> void:
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if not is_multiplayer_authority():
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return
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func _enter_tree() -> void:
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set_multiplayer_authority(int(get_parent().get_parent().name))
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func set_active() -> void:
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if not is_multiplayer_authority():
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@ -4,10 +4,13 @@ class_name Player
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@export var team: Session.TEAMS
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@export var weapon_models: Dictionary[StringName,Node3D]
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@export var player_id: int = 1:
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set(id):
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player_id = id
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$PlayerInput.set_multiplayer_authority(id)
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var passived: bool = false
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signal spawned
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signal health_changed(to: int)
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signal died
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@ -3,6 +3,7 @@ extends Node
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class_name PlayerMovement
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@export var player: Player
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@export var player_input: PlayerInput
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var disabled: bool
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func disable() -> void:
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@ -15,7 +16,7 @@ func process_movement(max_speed: float,acceleration: float,deceleration: float,d
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player.velocity.x = 0
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player.velocity.z = 0
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return
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var input_dir := player_input.direction
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var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-max_speed*abs(direction.x),max_speed*abs(direction.x))
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@ -5,8 +5,5 @@ extends Node
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@export var blue_team_texture: Texture2D
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func _ready() -> void:
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get_tree().create_timer(1).timeout.connect(on_player_spawned)
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func on_player_spawned() -> void:
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if player.team == Session.TEAMS.DEFENCE:
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material.albedo_texture = blue_team_texture
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