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3 commits
fb480e0a8b
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ff08e6e4f9
| Author | SHA1 | Date | |
|---|---|---|---|
| ff08e6e4f9 | |||
| f312e0a4a6 | |||
| 58ccdbce0e |
9 changed files with 97 additions and 78 deletions
|
|
@ -1,7 +1,6 @@
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|||
[gd_scene load_steps=24 format=3 uid="uid://cqrh2cc7m2i7f"]
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[gd_scene load_steps=21 format=3 uid="uid://cqrh2cc7m2i7f"]
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||||
[ext_resource type="Environment" uid="uid://d0cfgtx2yxw13" path="res://environments/prototype_environment.tres" id="1_i6jab"]
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||||
[ext_resource type="Script" uid="uid://ypgm3aplt78m" path="res://scripts/multiplayer/spawn_system/team_spawner.gd" id="4_pi0y7"]
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||||
[ext_resource type="Material" uid="uid://bx3f5vx71ynh5" path="res://materials/Graymat.tres" id="4_y6i55"]
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[ext_resource type="Material" uid="uid://dynpcduei1wfn" path="res://materials/Bluemat.tres" id="4_yx0ab"]
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[ext_resource type="Material" uid="uid://mlha6r17v2en" path="res://materials/DarkBluemat.tres" id="5_bno23"]
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@ -15,22 +14,9 @@
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[ext_resource type="Script" uid="uid://dk1gjbuydemmb" path="res://scripts/multiplayer/plant_site/plant_site.gd" id="8_oujx2"]
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[ext_resource type="Script" uid="uid://b4cpux52fmx5o" path="res://scripts/multiplayer/plant_site/plant_deadzone.gd" id="9_1wlgq"]
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||||
[ext_resource type="Material" uid="uid://c6xa4phihtya2" path="res://materials/Redmat.tres" id="9_ysk2e"]
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[ext_resource type="Script" path="res://scripts/multiplayer/spawn_system/team_spawner.gd" id="10_02ic3"]
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[ext_resource type="Script" uid="uid://3i00rp8urth7" path="res://scripts/object_container.gd" id="11_02ic3"]
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[sub_resource type="Animation" id="Animation_y6i55"]
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length = 0.001
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[sub_resource type="Animation" id="Animation_pi0y7"]
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resource_name = "main"
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length = 5.0
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loop_mode = 2
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_bno23"]
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_data = {
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&"RESET": SubResource("Animation_y6i55"),
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&"main": SubResource("Animation_pi0y7")
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}
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[sub_resource type="BoxShape3D" id="BoxShape3D_ysk2e"]
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size = Vector3(15.324341, 0.96273804, 21.381592)
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@ -233,30 +219,24 @@ operation = 2
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size = Vector3(20.339264, 4.566284, 3.4625244)
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material = ExtResource("7_8bje3")
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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libraries = {
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&"": SubResource("AnimationLibrary_bno23")
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}
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autoplay = "main"
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[node name="PlayersContainer" type="Node3D" parent="." node_paths=PackedStringArray("exlusion_list")]
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script = ExtResource("11_02ic3")
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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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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 37.170197, 0.5180037, -11.271502)
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script = ExtResource("4_pi0y7")
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script = ExtResource("10_02ic3")
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spawn_radius = 10.0
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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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script = ExtResource("4_pi0y7")
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script = ExtResource("10_02ic3")
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team = 1
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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, 4.1422176, 39.792877, -1.3889732)
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script = ExtResource("4_pi0y7")
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script = ExtResource("10_02ic3")
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team = 2
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spawn_radius = 10.0
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@ -269,7 +249,7 @@ script = ExtResource("11_02ic3")
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exlusion_list = [NodePath("MultiplayerSpawner"), NodePath("Bomb")]
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="DynamicObjectsContainer"]
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_spawnable_scenes = PackedStringArray("uid://dtbpyfdawb02b", "uid://cxdgk74ln5xpn", "uid://dgfqppi21c2u0")
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_spawnable_scenes = PackedStringArray("uid://cxdgk74ln5xpn", "uid://dgfqppi21c2u0")
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spawn_path = NodePath("..")
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script = ExtResource("6_oujx2")
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@ -166,3 +166,7 @@ menu_settings={
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3d_physics/layer_5="Players Attack Team"
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3d_physics/layer_6="Players Defence Team"
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3d_physics/layer_7="Interactible"
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[physics]
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3d/default_gravity=39.2
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@ -7620,6 +7620,9 @@ height = 3.7087402
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properties/0/path = NodePath("PlayerInput:direction")
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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("PlayerInput:compressed_states")
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properties/1/spawn = true
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properties/1/replication_mode = 1
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[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("weapon_models")]
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collision_layer = 2
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@ -8769,7 +8772,7 @@ script = ExtResource("8_f1ej7")
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current_state = NodePath("Stand")
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metadata/_custom_type_script = "uid://3777rkbebgjm"
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[node name="Crouch" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("stand_up_area", "player", "player_movement", "animation_player", "weapon_system")]
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[node name="Crouch" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("stand_up_area", "player", "player_movement", "player_input", "animation_player", "weapon_system")]
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script = ExtResource("9_oprun")
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max_speed = 3.0
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acceleration = 50.0
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@ -8777,36 +8780,38 @@ deceleration = 50.0
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stand_up_area = NodePath("../../StandArea")
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player = NodePath("../..")
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player_movement = NodePath("../../PlayerMovement")
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player_input = NodePath("../../PlayerInput")
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animation_player = NodePath("../../AnimationPlayer")
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weapon_system = NodePath("../../WeaponSystem")
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[node name="Stand" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system", "audio")]
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[node name="Stand" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "player_input", "weapon_system", "audio")]
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script = ExtResource("10_a8ls1")
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max_speed = 6.0
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acceleration = 100.0
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deceleration = 50.0
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JUMP_VELOCITY = 6.0
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player = NodePath("../..")
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player_movement = NodePath("../../PlayerMovement")
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player_input = NodePath("../../PlayerInput")
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weapon_system = NodePath("../../WeaponSystem")
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audio = NodePath("../../StepAudio")
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step_delay = 0.25
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step_speed_curve = SubResource("Curve_fbysy")
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[node name="Walk" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system")]
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[node name="Walk" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "player_input", "weapon_system")]
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script = ExtResource("11_qfm1y")
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max_speed = 3.0
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acceleration = 50.0
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deceleration = 50.0
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player = NodePath("../..")
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player_movement = NodePath("../../PlayerMovement")
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player_input = NodePath("../../PlayerInput")
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weapon_system = NodePath("../../WeaponSystem")
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[node name="Fall" type="Node" parent="BodyStateMachine" node_paths=PackedStringArray("player", "player_movement", "weapon_system", "land_sound")]
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script = ExtResource("12_fulsm")
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acceleration = 25.0
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player = NodePath("../..")
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player_movement = NodePath("../../PlayerMovement")
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acceleration = 25.0
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weapon_system = NodePath("../../WeaponSystem")
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land_sound = NodePath("../../LandAudio")
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@ -8818,6 +8823,7 @@ animation_player = NodePath("../../AnimationPlayer")
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script = ExtResource("19_70eug")
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player = NodePath("..")
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player_input = NodePath("../PlayerInput")
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jump_velocity = 12.0
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[node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("animation_player", "camera", "player")]
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script = ExtResource("4_qlg0r")
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@ -2,14 +2,16 @@ extends MultiplayerSynchronizer
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class_name PlayerInput
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const SCOPE: int = 0b1
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const CROUCH: int = 0b10
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const WALK: int = 0b100
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#region SYNC
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@export var direction: Vector2
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@export var compressed_states: int
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#endregion
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var crouching: bool = false
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var scoping: bool = false
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var walking: bool = false
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signal jumped
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signal drop
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signal switch_weapon(to_slot: StringName)
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signal fire_begin
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@ -61,38 +63,42 @@ func _input(event: InputEvent) -> void:
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if event.is_action_pressed("plr_drop"):
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drop_on_server.rpc_id(1)
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var crouching: bool = compressed_states & CROUCH
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var walking: bool = compressed_states & WALK
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var scoping: bool = compressed_states & SCOPE
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if event.is_action_pressed("plr_crouch"):
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if ClientSettings.TOGGLE_CROUCH:
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crouch_on_server.rpc_id(1,crouching)
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crouching = not crouching
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compressed_states ^= CROUCH
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elif not crouching:
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crouching = true
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compressed_states |= CROUCH
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crouch_on_server.rpc_id(1,false)
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if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching:
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crouching = false
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crouch_on_server.rpc_id(1,false)
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compressed_states &= ~CROUCH
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crouch_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_walk"):
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if ClientSettings.TOGGLE_WALK:
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walk_on_server.rpc_id(1,walking)
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walking = not walking
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compressed_states ^= WALK
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elif not walking:
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walking = true
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compressed_states |= WALK
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walk_on_server.rpc_id(1,false)
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if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking:
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walking = false
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walk_on_server.rpc_id(1,false)
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compressed_states &= ~WALK
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walk_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_scope"):
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if ClientSettings.TOGGLE_SCOPE:
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scope_on_server.rpc_id(1,scoping)
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scoping = not scoping
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compressed_states ^= SCOPE
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elif not scoping:
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scoping = true
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compressed_states |= SCOPE
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scope_on_server.rpc_id(1,false)
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if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping:
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scoping = false
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scope_on_server.rpc_id(1,false)
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compressed_states &= ~SCOPE
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scope_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_reload"):
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reload_on_server.rpc_id(1)
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@ -101,6 +107,9 @@ func _input(event: InputEvent) -> void:
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interact_on_server.rpc_id(1,false)
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if event.is_action_released("plr_interact"):
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interact_on_server.rpc_id(1,true)
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if event.is_action_pressed("plr_jump"):
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jump_on_server.rpc_id(1)
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@rpc("authority","call_local","reliable")
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func switch_on_server(slot: StringName) -> void:
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@ -166,3 +175,8 @@ func interact_on_server(end: bool) -> void:
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interact_end.emit()
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else:
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interact_begin.emit()
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@rpc("authority","call_local","reliable")
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func jump_on_server() -> void:
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if not multiplayer.is_server(): return
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jumped.emit()
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@ -4,6 +4,8 @@ class_name PlayerMovement
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@export var player: Player
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@export var player_input: PlayerInput
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@export var jump_velocity: float
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var disabled: bool
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func disable() -> void:
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@ -24,3 +26,6 @@ func process_movement(max_speed: float,acceleration: float,deceleration: float,d
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
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player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
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func jump() -> void:
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player.velocity.y = jump_velocity
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@ -8,22 +8,22 @@ extends State
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@export var stand_up_area: Area3D
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@export var player: Player
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@export var player_movement: PlayerMovement
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@export var player_input: PlayerInput
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@export var animation_player: AnimationPlayer
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@export var crouch_time: float = 0.1
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@export var weapon_system: WeaponSystem
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func enter() -> void:
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animation_player.play("crouch",-1,1/crouch_time)
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player_input.crouch_end.connect(try_end_crouch)
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func exit() -> void:
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animation_player.play("crouch",-1,-1/crouch_time,true)
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player_input.crouch_end.disconnect(try_end_crouch)
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func physics_update(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if Input.is_action_just_pressed("plr_jump") and player.is_on_floor() and toggle:
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transition.emit("Stand")
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return
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if not player.is_on_floor():
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transition.emit("Fall")
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@ -31,7 +31,6 @@ func physics_update(delta: float) -> void:
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player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
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func state_input(event: InputEvent) -> void:
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if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")):
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if stand_up_area.has_overlapping_bodies() == false:
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transition.emit("Stand")
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func try_end_crouch() -> void:
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if player.is_on_floor() and stand_up_area.has_overlapping_bodies() == false:
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transition.emit("Stand")
|
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|
|
|
|||
|
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@ -3,9 +3,9 @@ extends State
|
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@export var max_speed: float = 5.0
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@export var acceleration: float = 2.0
|
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@export var deceleration: float = 200.0
|
||||
@export var JUMP_VELOCITY: float = 4.5
|
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@export var player: Player
|
||||
@export var player_movement: PlayerMovement
|
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@export var player_input: PlayerInput
|
||||
@export var weapon_system: WeaponSystem
|
||||
@export var audio: MultiplayerAudio3D
|
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@export var step_delay: float
|
||||
|
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@ -14,18 +14,19 @@ extends State
|
|||
var step_time: float
|
||||
|
||||
func enter() -> void:
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pass
|
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player_input.jumped.connect(on_jumped)
|
||||
player_input.crouch_begin.connect(begin_crouch)
|
||||
player_input.walk_begin.connect(begin_walk)
|
||||
|
||||
func exit() -> void:
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player_input.jumped.disconnect(on_jumped)
|
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player_input.crouch_begin.disconnect(begin_crouch)
|
||||
player_input.walk_begin.disconnect(begin_walk)
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||||
step_time = 0
|
||||
|
||||
func physics_update(delta: float) -> void:
|
||||
if not is_multiplayer_authority():
|
||||
return
|
||||
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
|
||||
player.velocity.y = JUMP_VELOCITY * sign(weapon_system.get_speed_modifier())
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||||
transition.emit("Fall")
|
||||
return
|
||||
|
||||
if not player.is_on_floor():
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||||
transition.emit("Fall")
|
||||
|
|
@ -38,9 +39,13 @@ func physics_update(delta: float) -> void:
|
|||
|
||||
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
|
||||
|
||||
func state_input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("plr_crouch"):
|
||||
transition.emit("Crouch")
|
||||
|
||||
if event.is_action_pressed("plr_walk"):
|
||||
transition.emit("Walk")
|
||||
func on_jumped() -> void:
|
||||
if player.is_on_floor():
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player_movement.jump()
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||||
transition.emit("Fall")
|
||||
|
||||
func begin_walk() -> void:
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||||
transition.emit("Walk")
|
||||
|
||||
func begin_crouch() -> void:
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||||
transition.emit("Crouch")
|
||||
|
|
|
|||
|
|
@ -6,21 +6,22 @@ extends State
|
|||
@export var JUMP_VELOCITY: float = 4.5
|
||||
@export var player: Player
|
||||
@export var player_movement: PlayerMovement
|
||||
@export var player_input: PlayerInput
|
||||
@export var weapon_system: WeaponSystem
|
||||
|
||||
func enter() -> void:
|
||||
pass
|
||||
player_input.crouch_begin.connect(begin_crouch)
|
||||
player_input.walk_end.connect(end_walk)
|
||||
player_input.jumped.connect(on_jumped)
|
||||
|
||||
func exit() -> void:
|
||||
pass
|
||||
player_input.crouch_begin.disconnect(begin_crouch)
|
||||
player_input.walk_end.disconnect(end_walk)
|
||||
player_input.jumped.disconnect(on_jumped)
|
||||
|
||||
func physics_update(delta: float) -> void:
|
||||
if not is_multiplayer_authority():
|
||||
return
|
||||
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
|
||||
player.velocity.y = JUMP_VELOCITY
|
||||
transition.emit("Fall")
|
||||
return
|
||||
|
||||
if not player.is_on_floor():
|
||||
transition.emit("Fall")
|
||||
|
|
@ -28,9 +29,13 @@ func physics_update(delta: float) -> void:
|
|||
|
||||
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
|
||||
|
||||
func state_input(event: InputEvent) -> void:
|
||||
if event.is_action_released("plr_walk"):
|
||||
transition.emit("Stand")
|
||||
|
||||
if event.is_action_pressed("plr_crouch"):
|
||||
transition.emit("Crouch")
|
||||
func on_jumped() -> void:
|
||||
if player.is_on_floor():
|
||||
player_movement.jump()
|
||||
transition.emit("Fall")
|
||||
|
||||
func end_walk() -> void:
|
||||
transition.emit("Stand")
|
||||
|
||||
func begin_crouch() -> void:
|
||||
transition.emit("Crouch")
|
||||
|
|
|
|||
|
|
@ -13,6 +13,7 @@ func _ready() -> void:
|
|||
|
||||
else:
|
||||
push_warning("Child of state machine is not state")
|
||||
current_state.enter()
|
||||
|
||||
func on_transition_required(to: StringName):
|
||||
if is_multiplayer_authority() == false:
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue