fully sync player movements over network

This commit is contained in:
2023-01-17 13:54:26 +01:00
parent 1ef5d54d6c
commit 9893bc45b4
19 changed files with 434 additions and 62 deletions

View File

@@ -1,8 +1,9 @@
extends Node3D
const CONFIG_PATH = "weapons.cfg"
const WEAPON_SCENE = preload("res://entities/Weapon.scn")
@export var player_root : CharacterBody3D
@onready var player_root = get_node("../../..")
@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
#@onready var crosshair = $Crosshair
@@ -15,50 +16,53 @@ var current_weapon = null
var mouse_mov : Vector3
var sway_lerp = 5
func _ready():
get_tree().get_current_scene().game_loaded.connect(init)
func init():
func _ready():
var config = Runtimeloader.loadConfig(CONFIG_PATH) as ConfigFile
if(config == null):
return
Init_Config(config)
var init_config = get_tree().get_current_scene().init_config
var init_config = get_node("/root/Game").init_config
for w_name in init_config.get_value("PLAYER", "starting_weapons"):
GiveWeapon(w_name)
func GiveWeapon(weapon_name):
if weapon_name in ALL_WEAPONS and not ALL_WEAPONS[weapon_name] in weapons:
weapons.append(ALL_WEAPONS[weapon_name])
ChangeWeapon(posmod(current_weapon_index, weapons.size()))
ChangeWeapon((posmod(current_weapon_index, weapons.size())))
func TakeWeapon(weapon_name):
if weapon_name in ALL_WEAPONS and ALL_WEAPONS[weapon_name] in weapons:
weapons.erase(ALL_WEAPONS[weapon_name])
ChangeWeapon(posmod(current_weapon_index, weapons.size()))
ChangeWeapon((posmod(current_weapon_index, weapons.size())))
func _input(event):
if not player_root.is_local_authority():
return
if event is InputEventMouseMotion:
mouse_mov.y = clampf(-event.relative.x, -0.1, 0.1)
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
if event is InputEventKey and event.is_pressed():
if event.keycode == KEY_T:
GiveWeapon("CHAINSAW")
func _unhandled_input(_event):
if not player_root.is_local_authority():
return
if(weapons.size() == 0):
return
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
ChangeWeapon(posmod((current_weapon_index + 1),weapons.size()))
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
ChangeWeapon(posmod(current_weapon_index - 1,weapons.size()))
ChangeWeapon(posmod((current_weapon_index - 1),weapons.size()))
if Input.is_action_just_pressed("reload"):
current_weapon.Reload()
func ChangeWeapon(i):
if(current_weapon):
current_weapon.hide()
@@ -74,7 +78,10 @@ func ChangeWeapon(i):
raycast.target_position.z = -current_weapon.RAY_LEN
var time = 0
func _process(delta):
if not player_root.is_local_authority():
return
if(current_weapon == null):
return
@@ -119,9 +126,9 @@ func Projectile():
func Init_Config(config):
for weapon in config.get_sections():
var root = Weapon.new()
var root = WEAPON_SCENE.instantiate()
root.name = weapon
var model_path = config.get_value(weapon, "MODEL") as String
var weapon_model
if(model_path.ends_with(".glb") or model_path.ends_with(".gltf")):