move to apply_input_velocity on the subject

This commit is contained in:
2025-02-23 18:25:57 +09:00
parent ca63d4594c
commit 151a757e3e
13 changed files with 142 additions and 62 deletions
+10
View File
@@ -72,6 +72,16 @@ walk={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
primary_interact={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(138, 4),"global_position":Vector2(147, 50),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
secondary_interact={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":2,"position":Vector2(159, 23),"global_position":Vector2(168, 69),"factor":1.0,"button_index":2,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
[rendering]
+51 -15
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=17 format=3 uid="uid://dvqj0souma3mh"]
[gd_scene load_steps=21 format=3 uid="uid://dvqj0souma3mh"]
[ext_resource type="Script" path="res://scripts/runner.gd" id="1_hjhpa"]
[ext_resource type="Script" path="res://scripts/multiplayer/input.gd" id="2_ktv5u"]
@@ -7,7 +7,8 @@
[ext_resource type="Script" path="res://scripts/states/idle.gd" id="5_vepvv"]
[ext_resource type="Script" path="res://scripts/states/run.gd" id="6_fllo7"]
[ext_resource type="Script" path="res://scripts/states/fall.gd" id="7_0e04j"]
[ext_resource type="Script" path="res://scripts/states/walk.gd" id="8_s1mx5"]
[ext_resource type="Script" path="res://scripts/states/dead.gd" id="9_8je4a"]
[ext_resource type="Script" path="res://scripts/states/lunge.gd" id="9_nqccg"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ukf45"]
properties/0/path = NodePath(".:player_id")
@@ -15,18 +16,24 @@ properties/0/spawn = true
properties/0/replication_mode = 2
properties/1/path = NodePath(".:server_position")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/1/replication_mode = 1
properties/2/path = NodePath(".:server_rotation")
properties/2/spawn = true
properties/2/replication_mode = 2
properties/2/replication_mode = 1
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"]
properties/0/path = NodePath("Input:direction")
properties/0/spawn = true
properties/0/replication_mode = 2
properties/1/path = NodePath("Input:walking")
properties/0/replication_mode = 1
properties/1/path = NodePath("Input:walk")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/1/replication_mode = 1
properties/2/path = NodePath("Input:primary_interact")
properties/2/spawn = true
properties/2/replication_mode = 1
properties/3/path = NodePath("Input:secondary_interact")
properties/3/spawn = true
properties/3/replication_mode = 1
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_j6tb3"]
radius = 0.3
@@ -42,6 +49,15 @@ height = 1.8
[sub_resource type="SphereMesh" id="SphereMesh_1gltg"]
[sub_resource type="BoxShape3D" id="BoxShape3D_rsamr"]
size = Vector3(1, 1.75, 1.5)
[sub_resource type="BoxMesh" id="BoxMesh_phaav"]
size = Vector3(1, 1.75, 1.5)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ssauw"]
albedo_color = Color(1, 0, 0, 1)
[sub_resource type="SphereShape3D" id="SphereShape3D_wsx1k"]
[node name="Chaser" type="CharacterBody3D" node_paths=PackedStringArray("state_machine")]
@@ -64,27 +80,43 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_j6tb3")
[node name="Skin" type="Node3D" parent="."]
[node name="RotationBase" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="MainBody" type="MeshInstance3D" parent="Skin"]
[node name="Skin" type="Node3D" parent="RotationBase"]
unique_name_in_owner = true
[node name="MainBody" type="MeshInstance3D" parent="RotationBase/Skin"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CapsuleMesh_di3a0")
skeleton = NodePath("../..")
skeleton = NodePath("../../..")
surface_material_override/0 = ExtResource("3_tvy4p")
[node name="Beak" type="MeshInstance3D" parent="Skin/MainBody"]
[node name="Beak" type="MeshInstance3D" parent="RotationBase/Skin/MainBody"]
transform = Transform3D(0.35, 0, 0, 0, -0.105655, 0.0906308, 0, -0.226577, -0.0422618, 0, 0.45, -0.3)
mesh = SubResource("PrismMesh_fcj1v")
[node name="RightEye" type="MeshInstance3D" parent="Skin/MainBody"]
[node name="RightEye" type="MeshInstance3D" parent="RotationBase/Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_tudvv")
[node name="LeftEye" type="MeshInstance3D" parent="Skin/MainBody"]
[node name="LeftEye" type="MeshInstance3D" parent="RotationBase/Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, -0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_1gltg")
[node name="Attack" type="Area3D" parent="RotationBase"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -0.75)
monitoring = false
monitorable = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="RotationBase/Attack"]
shape = SubResource("BoxShape3D_rsamr")
[node name="MeshInstance3D" type="MeshInstance3D" parent="RotationBase/Attack"]
transparency = 0.8
mesh = SubResource("BoxMesh_phaav")
surface_material_override/0 = SubResource("StandardMaterial3D_ssauw")
[node name="FloatingCamera" type="Node" parent="."]
[node name="CameraPlatform" type="Node3D" parent="FloatingCamera"]
@@ -113,8 +145,12 @@ script = ExtResource("6_fllo7")
unique_name_in_owner = true
script = ExtResource("7_0e04j")
[node name="Walk" type="Node" parent="StateMachine"]
[node name="Dead" type="Node" parent="StateMachine"]
unique_name_in_owner = true
script = ExtResource("8_s1mx5")
script = ExtResource("9_8je4a")
[node name="Lunge" type="Node" parent="StateMachine"]
unique_name_in_owner = true
script = ExtResource("9_nqccg")
[connection signal="delta_synchronized" from="Sync" to="." method="_on_sync_delta_synchronized"]
+15 -7
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=17 format=3 uid="uid://8esyynmieyog"]
[gd_scene load_steps=18 format=3 uid="uid://8esyynmieyog"]
[ext_resource type="Script" path="res://scripts/runner.gd" id="1_d63rt"]
[ext_resource type="Script" path="res://scripts/multiplayer/input.gd" id="2_xmliy"]
@@ -8,6 +8,7 @@
[ext_resource type="Script" path="res://scripts/states/run.gd" id="6_1teax"]
[ext_resource type="Script" path="res://scripts/states/fall.gd" id="7_jfat4"]
[ext_resource type="Script" path="res://scripts/states/walk.gd" id="8_phh70"]
[ext_resource type="Script" path="res://scripts/states/dead.gd" id="9_bw4yb"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ukf45"]
properties/0/path = NodePath(".:player_id")
@@ -70,24 +71,27 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_j6tb3")
[node name="Skin" type="Node3D" parent="."]
[node name="RotationBase" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="MainBody" type="MeshInstance3D" parent="Skin"]
[node name="Skin" type="Node3D" parent="RotationBase"]
unique_name_in_owner = true
[node name="MainBody" type="MeshInstance3D" parent="RotationBase/Skin"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CapsuleMesh_di3a0")
skeleton = NodePath("../..")
skeleton = NodePath("../../..")
surface_material_override/0 = ExtResource("3_6c0ro")
[node name="Beak" type="MeshInstance3D" parent="Skin/MainBody"]
[node name="Beak" type="MeshInstance3D" parent="RotationBase/Skin/MainBody"]
transform = Transform3D(0.35, 0, 0, 0, -0.105655, 0.0906308, 0, -0.226577, -0.0422618, 0, 0.45, -0.3)
mesh = SubResource("PrismMesh_fcj1v")
[node name="RightEye" type="MeshInstance3D" parent="Skin/MainBody"]
[node name="RightEye" type="MeshInstance3D" parent="RotationBase/Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_tudvv")
[node name="LeftEye" type="MeshInstance3D" parent="Skin/MainBody"]
[node name="LeftEye" type="MeshInstance3D" parent="RotationBase/Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, -0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_1gltg")
@@ -123,4 +127,8 @@ script = ExtResource("7_jfat4")
unique_name_in_owner = true
script = ExtResource("8_phh70")
[node name="Dead" type="Node" parent="StateMachine"]
unique_name_in_owner = true
script = ExtResource("9_bw4yb")
[connection signal="delta_synchronized" from="Sync" to="." method="_on_sync_delta_synchronized"]
+4 -1
View File
@@ -15,7 +15,10 @@ func spawn_player(player_id: int, runner: bool) -> void:
player.player_id = player_id
player.name = str(player_id)
_runners_node.add_child(player) if runner else _chasers_node.add_child(player)
if runner:
_runners_node.add_child(player)
else:
_chasers_node.add_child(player)
func despawn_player(player_id: int) -> void:
if not multiplayer.is_server(): return
+9
View File
@@ -13,7 +13,16 @@ func _ready() -> void:
set_physics_process(false)
func _physics_process(_delta: float) -> void:
if get_multiplayer_authority() != multiplayer.get_unique_id(): return
var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back")
var camera_adjusted: Vector3 = (directional_input.x * _camera_pivot.global_basis.z) + (directional_input.y * _camera_pivot.global_basis.x)
direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0).normalized()
walk = Input.is_action_pressed("walk")
func _input(_event: InputEvent) -> void:
if get_multiplayer_authority() != multiplayer.get_unique_id(): return
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED: return
primary_interact = Input.is_action_pressed("primary_interact")
secondary_interact = Input.is_action_pressed("secondary_interact")
+21 -8
View File
@@ -33,7 +33,7 @@ extends CharacterBody3D
@onready var _camera_pivot: Node3D = %CameraPivot
@onready var _camera_platform: Node3D = %CameraPlatform
@onready var _camera: Node3D = %Camera
@onready var skin: Node3D = %Skin
@onready var rotation_base: Node3D = %RotationBase
var camera_input_direction := Vector2.ZERO
var last_direction := Vector3.FORWARD
@@ -46,9 +46,9 @@ func _ready() -> void:
if multiplayer.is_server(): return
if multiplayer.get_unique_id() == player_id:
%Camera.make_current()
_camera.make_current()
else:
%Camera.clear_current(false)
_camera.clear_current(false)
func _input(event: InputEvent) -> void:
if multiplayer.get_unique_id() != player_id: return
@@ -86,21 +86,34 @@ func _physics_process(delta: float) -> void:
if not multiplayer.is_server():
if multiplayer.get_unique_id() == player_id and client_prediction:
predicted_position = position
predicted_rotation = skin.global_rotation
predicted_rotation = rotation_base.global_rotation
if multiplayer.get_unique_id() != player_id or not client_prediction:
if client_smoothing:
position = lerp(position, server_position, client_smoothing_speed * delta)
skin.global_rotation.y = lerp_angle(skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
rotation_base.global_rotation.x = server_rotation.x
rotation_base.global_rotation.y = lerp_angle(rotation_base.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
rotation_base.global_rotation.z = server_rotation.z
else:
position = server_position
skin.global_rotation.y = server_rotation.y
rotation_base.global_rotation = server_rotation
#
if multiplayer.is_server():
server_position = position
server_rotation = skin.global_rotation
server_rotation = rotation_base.global_rotation
func _on_sync_delta_synchronized() -> void:
if client_prediction and server_position.distance_to(predicted_position) > client_prediction_tolerance:
print("%v VS %v" % [server_position, predicted_position])
position = server_position
func apply_input_velocity(delta: float, input_direction: Vector2, speed: float, acceleration: float) -> void:
var target_velocity = Vector3(input_direction.x * speed, velocity.y, input_direction.y * speed)
velocity = velocity.move_toward(target_velocity, acceleration * delta) + Main.gravity_velocity
move_and_slide()
if input_direction.length() >= 0.1:
last_direction = Vector3(input_direction.x, 0, input_direction.y)
var target_angle := Vector3.FORWARD.signed_angle_to(last_direction, Vector3.UP)
rotation_base.global_rotation.y = lerp_angle(rotation_base.rotation.y, target_angle, rotation_speed * delta)
+12
View File
@@ -0,0 +1,12 @@
extends State
func enter() -> void:
subject.rotation_base.global_rotation.z = PI / 2
func exit() -> void:
subject.rotation_base.global_rotation.z = 0
func process_physics(_delta: float) -> State:
if not multiplayer.is_server(): return
return
+2 -5
View File
@@ -3,12 +3,9 @@ extends State
func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var target_velocity = Vector3(0, subject.velocity.y, 0)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.air_deceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.air_deceleration)
if not subject.is_on_floor(): return
if %Input.direction.length() < 0.05: return %Idle
if %Input.walk: return %Walk
if has_node("%Walk") and %Input.walk: return %Walk
return %Run
+3 -5
View File
@@ -3,14 +3,12 @@ extends State
func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var target_velocity = Vector3(0, subject.velocity.y, 0)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.acceleration)
if not subject.is_on_floor(): return %Fall
if has_node("%Lunge") and %Input.primary_interact: return %Lunge # TODO: Lunge attacks currently do nothing so Chasers can't move when they click in
var input_direction = %Input.direction
if input_direction.length() < 0.05: return
if has_node("%Walk") and %Input.walk: return %Walk
return %Run
+11
View File
@@ -0,0 +1,11 @@
extends State
func process_physics(delta: float) -> State:
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var input_direction = %Input.direction if subject.is_on_floor() else Vector2.ZERO
subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration if subject.is_on_floor() else subject.air_deceleration)
if has_node("%Walk") and %Input.walk: return %Walk
return
+2 -11
View File
@@ -6,17 +6,8 @@ func process_physics(delta: float) -> State:
var input_direction = %Input.direction
if input_direction.length() < 0.05: return %Idle
var move_direction = Vector3(input_direction.x, 0, input_direction.y)
var target_velocity = Vector3(move_direction.x * subject.run_speed, subject.velocity.y, move_direction.z * subject.run_speed)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration)
if move_direction.length() >= 0.1:
subject.last_direction = move_direction
var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
if %Input.walk: return %Walk
if has_node("%Walk") and %Input.walk: return %Walk
if not subject.is_on_floor(): return %Fall
return
+1
View File
@@ -4,6 +4,7 @@ extends Node
var subject
func enter() -> void:
print("Entering state: %s" % name)
pass
func exit() -> void:
+1 -10
View File
@@ -6,16 +6,7 @@ func process_physics(delta: float) -> State:
var input_direction = %Input.direction
if input_direction.length() < 0.05: return %Idle
var move_direction = Vector3(input_direction.x, 0, input_direction.y)
var target_velocity = Vector3(move_direction.x * subject.walk_speed, subject.velocity.y, move_direction.z * subject.walk_speed)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
if move_direction.length() >= 0.1:
subject.last_direction = move_direction
var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
subject.apply_input_velocity(delta, input_direction, subject.walk_speed, subject.acceleration)
if not %Input.walk: return %Run
if not subject.is_on_floor(): return %Fall