fully sync player movements over network
This commit is contained in:
5
Game.gd
5
Game.gd
@@ -5,9 +5,7 @@ signal game_loaded
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var init_config
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func load_map():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _ready():
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init_config = Runtimeloader.loadConfig("init.cfg") as ConfigFile
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print("Loading PCK...")
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@@ -21,6 +19,7 @@ func load_map():
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print("Loading Resources Done.")
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func load_map():
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Runtimeloader.loadScene("maps/test_map.tscn", self)
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#Runtimeloader.get_all_entities(node)
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game_loaded.emit()
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14
assets/shader/test.tscn
Normal file
14
assets/shader/test.tscn
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@@ -0,0 +1,14 @@
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[gd_scene load_steps=3 format=3 uid="uid://tojfiub8y1f6"]
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[ext_resource type="Shader" path="res://assets/shader/no_depth.gdshader" id="2_lklwv"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_5pubw"]
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render_priority = 0
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shader = ExtResource("2_lklwv")
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shader_parameter/z_offset = null
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[node name="Chainsaw_test"]
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[node name="Cube014" parent="." index="0"]
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material_override = SubResource("ShaderMaterial_5pubw")
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transparency = 0.02
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@@ -1,19 +1,20 @@
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[gd_scene load_steps=10 format=3 uid="uid://bl7jynld7s25o"]
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[gd_scene load_steps=11 format=3 uid="uid://bl7jynld7s25o"]
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[ext_resource type="Script" path="res://scripts/player/PlayerQ3.gd" id="1"]
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[ext_resource type="Script" path="res://scripts/player/Weapons.gd" id="2_dl1i1"]
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[ext_resource type="Texture2D" uid="uid://17b1nu8spjfi" path="res://textures/icon.png" id="2_mxb5i"]
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[ext_resource type="Shader" path="res://assets/shader/crosshair.gdshader" id="3_3vnqi"]
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[ext_resource type="Script" path="res://entities/PlayerSync.gd" id="5_828co"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_resyc"]
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_8iawe"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_d6dov"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_4aqh7"]
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albedo_texture = ExtResource("2_mxb5i")
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uv1_scale = Vector3(3, 2, 1)
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[sub_resource type="CylinderMesh" id="CylinderMesh_j6ixa"]
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[sub_resource type="CylinderMesh" id="CylinderMesh_dh7aw"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_qn642"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_giw1l"]
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shader = ExtResource("3_3vnqi")
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shader_parameter/center_enabled = null
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shader_parameter/legs_enabled = null
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@@ -28,39 +29,46 @@ shader_parameter/len = null
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shader_parameter/spacing = null
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shader_parameter/spread = null
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_36ekt"]
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properties/0/path = NodePath(".:position")
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_86371"]
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properties/0/path = NodePath("Body/Head:rotation")
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properties/0/spawn = true
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properties/0/sync = true
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properties/1/path = NodePath("Body:rotation")
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properties/1/spawn = true
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properties/1/sync = true
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properties/2/path = NodePath("Body/Head:rotation")
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properties/2/path = NodePath("Networking:sync_velocity")
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properties/2/spawn = true
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properties/2/sync = true
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properties/3/path = NodePath("Networking:sync_position")
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properties/3/spawn = true
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properties/3/sync = true
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properties/4/path = NodePath("Networking:processed_position")
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properties/4/spawn = true
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properties/4/sync = true
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[node name="PlayerQ3" type="CharacterBody3D"]
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script = ExtResource("1")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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shape = SubResource("CylinderShape3D_resyc")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"]
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material_override = SubResource("StandardMaterial3D_d6dov")
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mesh = SubResource("CylinderMesh_j6ixa")
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shape = SubResource("CylinderShape3D_8iawe")
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[node name="Body" type="Node3D" parent="."]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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material_override = SubResource("StandardMaterial3D_4aqh7")
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mesh = SubResource("CylinderMesh_dh7aw")
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skeleton = NodePath("../../CollisionShape3D")
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[node name="Head" type="Node3D" parent="Body"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.75, 0)
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[node name="Hand" type="Node3D" parent="Body/Head" node_paths=PackedStringArray("player_root")]
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[node name="Hand" type="Node3D" parent="Body/Head"]
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script = ExtResource("2_dl1i1")
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player_root = NodePath("../../..")
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[node name="Crosshair" type="ColorRect" parent="Body/Head/Hand"]
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material = SubResource("ShaderMaterial_qn642")
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material = SubResource("ShaderMaterial_giw1l")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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@@ -83,7 +91,8 @@ offset_bottom = 14.0
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metadata/_edit_use_anchors_ = true
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[node name="Networking" type="Node" parent="."]
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script = ExtResource("5_828co")
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="Networking"]
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root_path = NodePath("../..")
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replication_config = SubResource("SceneReplicationConfig_36ekt")
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replication_config = SubResource("SceneReplicationConfig_86371")
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10
entities/PlayerSync.gd
Normal file
10
entities/PlayerSync.gd
Normal file
@@ -0,0 +1,10 @@
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extends Node
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var sync_position : Vector3:
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set(value):
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sync_position = value
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processed_position = false
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var sync_velocity : Vector3
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var sync_is_jumping : bool
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var processed_position : bool
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BIN
entities/Weapon.scn
Normal file
BIN
entities/Weapon.scn
Normal file
Binary file not shown.
57
scenes/GUI/MAIN.tscn
Normal file
57
scenes/GUI/MAIN.tscn
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@@ -0,0 +1,57 @@
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[gd_scene load_steps=2 format=3 uid="uid://3o430r2kys4k"]
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[ext_resource type="Script" path="res://scenes/GUI/main.gd" id="1_i8nr4"]
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[node name="MAIN" type="Control"]
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layout_mode = 3
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anchors_preset = 0
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script = ExtResource("1_i8nr4")
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -198.0
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offset_top = -104.0
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offset_right = 199.0
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offset_bottom = 64.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
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layout_mode = 2
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size_flags_horizontal = 4
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size_flags_vertical = 2
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[node name="Start" type="Button" parent="VBoxContainer/HBoxContainer"]
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layout_mode = 2
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text = "Start Game"
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[node name="ModsMenu" type="MenuButton" parent="VBoxContainer/HBoxContainer"]
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layout_mode = 2
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text = "Select Mod"
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flat = false
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item_count = 2
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popup/item_0/text = "test1"
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popup/item_0/id = 0
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popup/item_1/text = "test2"
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popup/item_1/id = 1
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[node name="VBoxContainer2" type="VBoxContainer" parent="VBoxContainer"]
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layout_mode = 2
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size_flags_horizontal = 4
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size_flags_vertical = 10
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[node name="SettingsButton" type="Button" parent="VBoxContainer/VBoxContainer2"]
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layout_mode = 2
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text = "Game Settings"
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icon_alignment = 1
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[node name="ExitButton" type="Button" parent="VBoxContainer/VBoxContainer2"]
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layout_mode = 2
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text = "Exit"
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[connection signal="pressed" from="VBoxContainer/HBoxContainer/Start" to="." method="_on_start_pressed"]
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25
scenes/GUI/MainMenu.gd
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25
scenes/GUI/MainMenu.gd
Normal file
@@ -0,0 +1,25 @@
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extends Control
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@onready var game = get_tree().get_current_scene() as Game
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@onready var previous = $MAIN
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@onready var current = $MAIN
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func _on_main_start_game():
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previous = current
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current = $"START GAME"
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$"START GAME".show()
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func back():
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current.hide()
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previous.show()
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var tmp = current
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current = previous
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previous = tmp
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func _on_start_game_start_game():
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game.load_map()
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self.hide()
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func _on_start_game_back():
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previous = $MAIN
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back()
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62
scenes/GUI/START_GAME.tscn
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62
scenes/GUI/START_GAME.tscn
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@@ -0,0 +1,62 @@
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[gd_scene load_steps=2 format=3 uid="uid://d0kkhtesg83g"]
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[ext_resource type="Script" path="res://scenes/GUI/start_game.gd" id="1_amknd"]
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[node name="START GAME" type="Control"]
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layout_mode = 3
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anchors_preset = 0
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script = ExtResource("1_amknd")
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -198.0
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offset_top = -104.0
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offset_right = 199.0
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offset_bottom = 64.0
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grow_horizontal = 2
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grow_vertical = 2
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size_flags_horizontal = 4
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metadata/_edit_use_anchors_ = true
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[node name="HostContainer" type="HBoxContainer" parent="VBoxContainer"]
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layout_mode = 2
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size_flags_horizontal = 4
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size_flags_vertical = 2
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[node name="HostButton" type="Button" parent="VBoxContainer/HostContainer"]
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layout_mode = 2
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text = "Host"
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[node name="JoinContainer" type="HBoxContainer" parent="VBoxContainer"]
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layout_mode = 2
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size_flags_vertical = 2
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[node name="IPAdress" type="TextEdit" parent="VBoxContainer/JoinContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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theme_override_font_sizes/font_size = 13
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placeholder_text = "localhost"
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[node name="JoinButton" type="Button" parent="VBoxContainer/JoinContainer"]
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layout_mode = 2
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size_flags_horizontal = 4
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size_flags_vertical = 0
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text = "Join
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"
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[node name="BackContainer" type="VBoxContainer" parent="VBoxContainer"]
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layout_mode = 2
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size_flags_horizontal = 4
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[node name="BackButton" type="Button" parent="VBoxContainer/BackContainer"]
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layout_mode = 2
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text = "Back"
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[connection signal="pressed" from="VBoxContainer/HostContainer/HostButton" to="." method="_on_host_button_pressed"]
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[connection signal="pressed" from="VBoxContainer/JoinContainer/JoinButton" to="." method="_on_join_button_pressed"]
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[connection signal="pressed" from="VBoxContainer/BackContainer/BackButton" to="." method="_on_back_button_pressed"]
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7
scenes/GUI/main.gd
Normal file
7
scenes/GUI/main.gd
Normal file
@@ -0,0 +1,7 @@
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extends Control
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signal start_game;
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func _on_start_pressed():
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start_game.emit()
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hide()
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27
scenes/GUI/start_game.gd
Normal file
27
scenes/GUI/start_game.gd
Normal file
@@ -0,0 +1,27 @@
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extends Control
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@onready var IPAdress_Field = $VBoxContainer/JoinContainer/IPAdress as TextEdit
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signal start_game
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signal back
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func _on_join_button_pressed():
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if not try_connection():
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return
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Network.start_network(false, IPAdress_Field.text)
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start_game.emit()
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func try_connection():
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if IPAdress_Field.text.is_empty():
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return false
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return true
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func _on_host_button_pressed():
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Network.start_network(true)
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start_game.emit()
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func _on_back_button_pressed():
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hide()
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back.emit()
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5
scenes/map/EntitySpawner.gd
Normal file
5
scenes/map/EntitySpawner.gd
Normal file
@@ -0,0 +1,5 @@
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extends MultiplayerSpawner
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func _spawn_custom(data):
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return
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@@ -1,7 +1,8 @@
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[gd_scene load_steps=6 format=3 uid="uid://8g7w4uv2xsck"]
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[gd_scene load_steps=7 format=3 uid="uid://8g7w4uv2xsck"]
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[ext_resource type="Script" path="res://Game.gd" id="1_71dcv"]
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[ext_resource type="PackedScene" uid="uid://dsnlwjofq6psf" path="res://scenes/GUI/Main Menu.tscn" id="2_448f8"]
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[ext_resource type="Script" path="res://scenes/map/EntitySpawner.gd" id="3_i5esv"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_2n8qo"]
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@@ -34,6 +35,10 @@ environment = SubResource("Environment_oqaam")
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[node name="Networking" type="Node" parent="."]
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="Networking"]
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[node name="PlayerSpawner" type="MultiplayerSpawner" parent="Networking"]
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_spawnable_scenes = PackedStringArray("res://entities/Player.tscn")
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spawn_path = NodePath("../..")
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spawn_path = NodePath("..")
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[node name="EntitySpawner" type="MultiplayerSpawner" parent="Networking"]
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spawn_path = NodePath("..")
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script = ExtResource("3_i5esv")
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83
scenes/map/test_map_gd.tscn
Normal file
83
scenes/map/test_map_gd.tscn
Normal file
File diff suppressed because one or more lines are too long
2
scoom
2
scoom
Submodule scoom updated: e921609c47...81bf2c532a
@@ -3,7 +3,7 @@ extends CharacterBody3D
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const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
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@onready var label : Label = $CanvasLayer/Label
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@onready var synchroniser = $Networking/MultiplayerSynchronizer
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@onready var networking = $Networking
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@onready var body : Node3D = $Body
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@onready var head : Node3D = $Body/Head
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@@ -29,12 +29,15 @@ const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
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var floor_snap := Vector3.ZERO
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func _ready():
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synchroniser.set_multiplayer_authority(str(name).to_int())
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cam.current = is_local_authority()
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func _enter_tree():
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$Networking/MultiplayerSynchronizer.set_multiplayer_authority(str(name).to_int())
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$Body/Head/Camera3D.current = is_local_authority()
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if is_local_authority():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func is_local_authority():
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return synchroniser.get_multiplayer_authority() == multiplayer.get_unique_id()
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return $Networking/MultiplayerSynchronizer.get_multiplayer_authority() == multiplayer.get_unique_id()
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func _process(_delta):
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if not is_local_authority():
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@@ -42,6 +45,7 @@ func _process(_delta):
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label.text = "H Velocity: %3.2f" % [Vector2(velocity.x, velocity.z).length()]
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label.text += "\nV Velocity: %3.2f" % [velocity.y]
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label.text += "\nOn floor: %s" % is_on_floor()
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label.text += "\nNetwork ID: %d" % multiplayer.get_unique_id()
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func get_move_direction() -> Vector3:
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var input_dir := Vector2(
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@@ -62,7 +66,10 @@ func rotate_look(amount : Vector2) -> void:
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func _physics_process(delta):
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if !is_local_authority():
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if not networking.processed_position:
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position = networking.sync_position
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networking.processed_position = true
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velocity = networking.sync_velocity
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move_and_slide()
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return
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@@ -97,6 +104,9 @@ func _physics_process(delta):
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elif was_on_floor and !is_on_floor():
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floor_snap = Vector3.ZERO
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networking.sync_position = position
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networking.sync_velocity = velocity
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func accelerate(delta : float, p_target_dir : Vector3, p_target_speed : float, p_accel : float):
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var current_speed : float = velocity.dot(p_target_dir)
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var add_speed : float = p_target_speed - current_speed
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@@ -58,32 +58,39 @@ func InitialPos(draw_time, ready_time):
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tween.tween_property(MODEL, "rotation", Vector3.ZERO, draw_time)
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tween.tween_callback(func(): state = INITIAL).set_delay(ready_time)
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|
||||
|
||||
|
||||
@rpc
|
||||
func Shoot():
|
||||
if CanShoot():
|
||||
if not FIREMODE:
|
||||
can_shoot = false
|
||||
if not MELEE:
|
||||
clip -= 1
|
||||
|
||||
state = SHOOT;
|
||||
tween = create_tween()
|
||||
tween.set_trans(Tween.TRANS_ELASTIC)
|
||||
tween.set_ease(Tween.EASE_OUT)
|
||||
tween.set_parallel(true)
|
||||
tween.tween_property(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
|
||||
var rand_rot_y = randf_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
|
||||
var rand_rot_z = randf_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
|
||||
tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
|
||||
tween.tween_callback(func(): InitialPos(RECOIL_COOLDOWN / 2, SHOOTING_SPEED / 2)).set_delay(SHOOTING_SPEED / 2)
|
||||
rpc("rpc_AnimShoot")
|
||||
return true
|
||||
return false
|
||||
|
||||
@rpc(call_local, any_peer)
|
||||
func rpc_AnimShoot():
|
||||
state = SHOOT;
|
||||
tween = create_tween()
|
||||
tween.set_trans(Tween.TRANS_ELASTIC)
|
||||
tween.set_ease(Tween.EASE_OUT)
|
||||
tween.set_parallel(true)
|
||||
tween.tween_property(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
|
||||
var rand_rot_y = randf_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
|
||||
var rand_rot_z = randf_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
|
||||
tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
|
||||
tween.tween_callback(func(): InitialPos(RECOIL_COOLDOWN / 2, SHOOTING_SPEED / 2)).set_delay(SHOOTING_SPEED / 2)
|
||||
|
||||
func CanShoot():
|
||||
return clip > 0 && state == INITIAL && can_shoot
|
||||
|
||||
@rpc
|
||||
func Release():
|
||||
rpc("rpc_Release")
|
||||
|
||||
@rpc(call_local, any_peer)
|
||||
func rpc_Release():
|
||||
if !FIREMODE:
|
||||
can_shoot = true
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -15,46 +16,49 @@ 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()
|
||||
@@ -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
|
||||
|
||||
@@ -119,7 +126,7 @@ 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
|
||||
|
||||
44
scripts/utils/network.gd
Normal file
44
scripts/utils/network.gd
Normal file
@@ -0,0 +1,44 @@
|
||||
extends Node
|
||||
|
||||
|
||||
signal player_spawn
|
||||
# The player scene (which we want to configure for replication).
|
||||
const Player = preload("res://entities/Player.tscn")
|
||||
@onready var NetworkingRoot = get_node("/root/Game/Networking")
|
||||
|
||||
|
||||
func start_network(server: bool, ip="localhost"):
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
if server:
|
||||
peer.create_server(27015)
|
||||
# Listen to peer connections, and create new player for them
|
||||
multiplayer.peer_connected.connect(create_player)
|
||||
# Listen to peer disconnections, and destroy their players
|
||||
multiplayer.peer_disconnected.connect(destroy_player)
|
||||
multiplayer.set_multiplayer_peer(peer)
|
||||
create_player()
|
||||
else:
|
||||
peer.create_client(ip, 27015)
|
||||
multiplayer.set_multiplayer_peer(peer)
|
||||
|
||||
func add_network_entity(path):
|
||||
var spawner = NetworkingRoot.get_node("Networking") as MultiplayerSpawner
|
||||
spawner.add_spawnable_scene(path)
|
||||
|
||||
|
||||
func create_player(id=1):
|
||||
# Instantiate a new player for this client.
|
||||
var p = Player.instantiate()
|
||||
# Sets the player name (only sent during spawn).
|
||||
#p.player_name = "Player %d" % id
|
||||
# Set a random position (sent on every replicator update).
|
||||
#p.position = Vector2(randi() % 500, randi() % 500)
|
||||
# Add it to the "Players" node.
|
||||
# We give the new Node a name for easy retrieval, but that's not necessary.
|
||||
p.name = str(id)
|
||||
p.set_multiplayer_authority(id)
|
||||
NetworkingRoot.add_child(p)
|
||||
|
||||
func destroy_player(id):
|
||||
# Delete this peer's node.
|
||||
NetworkingRoot.get_node(str(id)).queue_free()
|
||||
@@ -30,11 +30,12 @@ func load_gltf(file, parent = self, hasCollision = false, trimesh = false):
|
||||
gltf.append_from_buffer(fileBytes, "", gltf_state)
|
||||
|
||||
print("Loading ", EXTERNAL_PATH + file)
|
||||
var node = gltf.generate_scene(gltf_state)
|
||||
parent.add_child(node)
|
||||
var node = gltf.generate_scene(gltf_state) as Node
|
||||
|
||||
parent.add_child(node)
|
||||
get_all_entities(node)
|
||||
|
||||
|
||||
if not hasCollision:
|
||||
return node
|
||||
|
||||
|
||||
Reference in New Issue
Block a user