Fixed some errors
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parent
87919ed890
commit
e6a47a4772
9 changed files with 32 additions and 32 deletions
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@ -267,12 +267,12 @@ script = ExtResource("11_02ic3")
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exlusion_list = [NodePath("DefenceSpawn"), NodePath("AttackSpawn"), NodePath("SpectatorSpawn"), NodePath("MultiplayerSpawner")]
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exlusion_list = [NodePath("DefenceSpawn"), NodePath("AttackSpawn"), NodePath("SpectatorSpawn"), NodePath("MultiplayerSpawner")]
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[node name="DefenceSpawn" type="Marker3D" parent="PlayersContainer"]
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[node name="DefenceSpawn" type="Marker3D" parent="PlayersContainer"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 37.170197, 0.5180037, -11.271502)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 37.170197, 0.5, -11.271502)
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script = ExtResource("10_02ic3")
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script = ExtResource("10_02ic3")
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spawn_radius = 10.0
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spawn_radius = 10.0
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[node name="AttackSpawn" type="Marker3D" parent="PlayersContainer"]
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[node name="AttackSpawn" type="Marker3D" parent="PlayersContainer"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -31.553003, 0.5180037, 20.371899)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -31.553003, 0.49999988, 20.371899)
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script = ExtResource("10_02ic3")
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script = ExtResource("10_02ic3")
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team = 1
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team = 1
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spawn_radius = 5.0
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spawn_radius = 5.0
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@ -14,9 +14,10 @@ extends State
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var step_time: float
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var step_time: float
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func _enter() -> void:
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func _enter() -> void:
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player_input.jumped.connect(on_jumped)
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if Session.is_server_request():
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player_input.crouch_begin.connect(begin_crouch)
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player_input.jumped.connect(on_jumped)
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player_input.walk_begin.connect(begin_walk)
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player_input.crouch_begin.connect(begin_crouch)
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player_input.walk_begin.connect(begin_walk)
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func _exit() -> void:
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func _exit() -> void:
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player_input.jumped.disconnect(on_jumped)
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player_input.jumped.disconnect(on_jumped)
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@ -13,6 +13,8 @@ func _ready() -> void:
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else:
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else:
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push_warning("Child of state machine is not state")
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push_warning("Child of state machine is not state")
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await get_tree().process_frame
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await get_tree().process_frame
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current_state.enter()
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current_state.enter()
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func on_transition_required(to: StringName):
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func on_transition_required(to: StringName):
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@ -5,10 +5,11 @@ class_name SubStateMachine
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@export var enter_state: State
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@export var enter_state: State
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func _enter() -> void:
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func _enter() -> void:
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change_state(enter_state)
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if is_multiplayer_authority():
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change_state(enter_state)
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func _exit() -> void:
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func _exit() -> void:
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current_state.exit()
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pass
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func update(delta: float) -> void:
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func update(delta: float) -> void:
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if current_state == null:
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if current_state == null:
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@ -56,7 +56,10 @@ func add(state: WeaponSubStateMachine, slot: StringName) -> void:
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if current_state == null:
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if current_state == null:
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current_state = state
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current_state = state
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ammo_updated.emit(current_state.ammo,current_state.remaining_ammo)
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ammo_updated.emit(current_state.ammo,current_state.remaining_ammo)
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state._enter.call_deferred()
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#Replace with way to ensure all players loaded
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await get_tree().process_frame
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await get_tree().process_frame
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state._enter()
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func process_spawned_weapon(weapon_node: Node):
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func process_spawned_weapon(weapon_node: Node):
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@ -83,13 +86,13 @@ 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 (multiplayer.get_remote_sender_id() != 1 and is_multiplayer_authority() == false):
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if slots.has(to) == false or slots[to] == null or slots[to] == current_state or (multiplayer.get_remote_sender_id() != 1 and is_multiplayer_authority() == false):
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return
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return
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if current_state != null and exit:
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if current_state != null and exit:
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current_state._exit()
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current_state.exit()
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if current_state.can_be_previous:
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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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last_slot = slots.find_key(current_state)
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else:
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else:
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last_slot = ""
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last_slot = ""
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current_state = slots[to]
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current_state = slots[to]
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current_state._enter()
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current_state.enter()
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ammo_updated.emit(current_state.ammo,current_state.remaining_ammo)
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ammo_updated.emit(current_state.ammo,current_state.remaining_ammo)
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switched_to.emit(current_state)
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switched_to.emit(current_state)
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@ -3,10 +3,12 @@ extends WeaponState
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@export var emptyable: bool
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@export var emptyable: bool
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func _enter() -> void:
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func _enter() -> void:
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machine.animation_player.play(with_morphems("intro"))
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machine.animation_player.play(with_morphems("intro"))
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machine.animation_player.animation_finished.connect(on_animation_finished)
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machine.animation_player.animation_finished.connect(on_animation_finished)
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func _exit() -> void:
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func _exit() -> void:
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machine.animation_player.animation_finished.disconnect(on_animation_finished)
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machine.animation_player.animation_finished.disconnect(on_animation_finished)
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func on_animation_finished(animation):
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func on_animation_finished(animation):
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@ -1,12 +1,13 @@
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extends RigidBody3D
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extends CharacterBody3D
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func _physics_process(delta: float) -> void:
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var contacts: int = 0
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velocity += get_gravity() * delta
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func _on_body_entered(_body: Node) -> void:
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contacts += 1
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if is_on_floor():
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if contacts > 2:
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var fire: Node3D = preload("res://weapons/molikman/molik/molikman_molotov_fire.tscn").instantiate()
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var fire = preload("uid://l4t1mflutm3t").instantiate()
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Session.dynamic_objects_parent.add_child(fire,true)
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Session.dynamic_objects_parent.add_child(fire,true)
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fire.global_position = global_position
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fire.global_position = global_position
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queue_free()
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queue_free()
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move_and_slide()
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@ -1,10 +1,7 @@
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[gd_scene load_steps=6 format=3 uid="uid://b6qahd6q60js7"]
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[gd_scene load_steps=5 format=3 uid="uid://b6qahd6q60js7"]
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[ext_resource type="Script" uid="uid://y1s64ppporww" path="res://weapons/molikman/molik/molik.gd" id="1_aqokr"]
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[ext_resource type="Script" uid="uid://y1s64ppporww" path="res://weapons/molikman/molik/molik.gd" id="1_aqokr"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_aqokr"]
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bounce = 0.53
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[sub_resource type="SphereMesh" id="SphereMesh_fwcyt"]
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[sub_resource type="SphereMesh" id="SphereMesh_fwcyt"]
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radius = 0.05
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radius = 0.05
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height = 0.1
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height = 0.1
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@ -17,13 +14,8 @@ properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/0/replication_mode = 1
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[node name="Molik" type="RigidBody3D"]
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[node name="Molik" type="CharacterBody3D"]
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collision_layer = 8
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collision_layer = 8
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physics_material_override = SubResource("PhysicsMaterial_aqokr")
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gravity_scale = 0.25
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continuous_cd = true
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contact_monitor = true
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max_contacts_reported = 2
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script = ExtResource("1_aqokr")
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script = ExtResource("1_aqokr")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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@ -34,5 +26,3 @@ shape = SubResource("SphereShape3D_aqokr")
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_6ic6f")
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replication_config = SubResource("SceneReplicationConfig_6ic6f")
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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@ -22,7 +22,7 @@ func fire() -> void:
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machine.animation_player.play(machine.animation_prefix + "shoot")
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machine.animation_player.play(machine.animation_prefix + "shoot")
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if is_multiplayer_authority():
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if is_multiplayer_authority():
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var molotov: RigidBody3D = molik.instantiate()
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var molotov: CharacterBody3D = molik.instantiate()
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Session.dynamic_objects_parent.add_child(molotov,true)
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Session.dynamic_objects_parent.add_child(molotov,true)
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molotov.global_transform = machine.player_camera.global_transform
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molotov.global_transform = machine.player_camera.global_transform
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molotov.apply_impulse(-molotov.global_basis.z * 10)
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molotov.velocity = -molotov.global_basis.z * 100
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