camera rotation sync
This commit is contained in:
parent
bb3a14ece7
commit
fb480e0a8b
3 changed files with 20 additions and 22 deletions
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@ -1,4 +1,4 @@
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[gd_scene load_steps=82 format=4 uid="uid://dpsr6ug3pkb40"]
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[gd_scene load_steps=83 format=4 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://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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[ext_resource type="Script" uid="uid://dalwlndejfdhm" path="res://scripts/player/crosshair.gd" id="3_dqkch"]
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@ -7401,6 +7401,14 @@ _data = {
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&"baked_sp_shoot_empty": SubResource("Animation_do7kw")
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&"baked_sp_shoot_empty": SubResource("Animation_do7kw")
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}
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}
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_b2eak"]
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properties/0/path = NodePath(".:rotation")
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properties/0/spawn = true
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properties/0/replication_mode = 1
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properties/1/path = NodePath("..:rotation")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_g2els"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_g2els"]
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height = 1.2958984
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height = 1.2958984
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@ -7411,24 +7419,21 @@ font_size = 32
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properties/0/path = NodePath(".:position")
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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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properties/1/path = NodePath(".:rotation")
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properties/1/path = NodePath(".:hp")
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properties/1/spawn = true
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properties/1/spawn = true
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properties/1/replication_mode = 1
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properties/1/replication_mode = 1
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properties/2/path = NodePath(".:hp")
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properties/2/path = NodePath(".:team")
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properties/2/spawn = true
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properties/2/spawn = true
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properties/2/replication_mode = 1
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properties/2/replication_mode = 2
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properties/3/path = NodePath(".:team")
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properties/3/path = NodePath(".:player_id")
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properties/3/spawn = true
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properties/3/spawn = true
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properties/3/replication_mode = 2
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properties/3/replication_mode = 0
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properties/4/path = NodePath(".:player_id")
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properties/4/path = NodePath(".:collision_layer")
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properties/4/spawn = true
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properties/4/spawn = true
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properties/4/replication_mode = 0
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properties/4/replication_mode = 0
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properties/5/path = NodePath(".:collision_layer")
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properties/5/path = NodePath(".:collision_mask")
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properties/5/spawn = true
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properties/5/spawn = true
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properties/5/replication_mode = 0
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properties/5/replication_mode = 0
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properties/6/path = NodePath(".:collision_mask")
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properties/6/spawn = true
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properties/6/replication_mode = 0
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[sub_resource type="Curve" id="Curve_fbysy"]
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[sub_resource type="Curve" id="Curve_fbysy"]
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_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 1), 2.5229826, 0.0, 0, 0]
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_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 1), 2.5229826, 0.0, 0, 0]
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@ -8591,6 +8596,9 @@ script = ExtResource("4_smehm")
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fov = 90.0
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fov = 90.0
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script = ExtResource("8_rwwcc")
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script = ExtResource("8_rwwcc")
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[node name="CameraSync" type="MultiplayerSynchronizer" parent="Camera3D"]
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replication_config = SubResource("SceneReplicationConfig_b2eak")
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[node name="StandArea" type="Area3D" parent="."]
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[node name="StandArea" type="Area3D" parent="."]
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collision_layer = 0
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collision_layer = 0
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@ -8,6 +8,7 @@ class_name Player
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set(id):
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set(id):
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player_id = id
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player_id = id
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$PlayerInput.set_multiplayer_authority(id)
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$PlayerInput.set_multiplayer_authority(id)
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$Camera3D.set_multiplayer_authority(id)
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var passived: bool = false
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var passived: bool = false
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@ -78,8 +78,6 @@ func switch(to: StringName, exit: bool = true):
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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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update_remotes.rpc(to,exit)
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func return_to_previous(exit: bool = true):
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func return_to_previous(exit: bool = true):
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if last_slot != "":
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if last_slot != "":
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@ -87,15 +85,6 @@ func return_to_previous(exit: bool = true):
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else:
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else:
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switch("knife", exit)
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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,exit: bool):
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if current_state != null and exit:
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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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switched_to.emit(current_state)
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func drop_current():
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func drop_current():
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drop(current_state)
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drop(current_state)
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