move to apply_input_velocity on the subject
This commit is contained in:
+4
-1
@@ -15,7 +15,10 @@ func spawn_player(player_id: int, runner: bool) -> void:
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player.player_id = player_id
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player.name = str(player_id)
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_runners_node.add_child(player) if runner else _chasers_node.add_child(player)
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if runner:
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_runners_node.add_child(player)
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else:
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_chasers_node.add_child(player)
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func despawn_player(player_id: int) -> void:
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if not multiplayer.is_server(): return
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@@ -13,7 +13,16 @@ func _ready() -> void:
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set_physics_process(false)
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func _physics_process(_delta: float) -> void:
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if get_multiplayer_authority() != multiplayer.get_unique_id(): return
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var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back")
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var camera_adjusted: Vector3 = (directional_input.x * _camera_pivot.global_basis.z) + (directional_input.y * _camera_pivot.global_basis.x)
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direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0).normalized()
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walk = Input.is_action_pressed("walk")
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func _input(_event: InputEvent) -> void:
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if get_multiplayer_authority() != multiplayer.get_unique_id(): return
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if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED: return
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primary_interact = Input.is_action_pressed("primary_interact")
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secondary_interact = Input.is_action_pressed("secondary_interact")
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+21
-8
@@ -33,7 +33,7 @@ extends CharacterBody3D
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@onready var _camera_pivot: Node3D = %CameraPivot
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@onready var _camera_platform: Node3D = %CameraPlatform
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@onready var _camera: Node3D = %Camera
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@onready var skin: Node3D = %Skin
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@onready var rotation_base: Node3D = %RotationBase
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var camera_input_direction := Vector2.ZERO
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var last_direction := Vector3.FORWARD
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@@ -46,9 +46,9 @@ func _ready() -> void:
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if multiplayer.is_server(): return
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if multiplayer.get_unique_id() == player_id:
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%Camera.make_current()
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_camera.make_current()
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else:
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%Camera.clear_current(false)
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_camera.clear_current(false)
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func _input(event: InputEvent) -> void:
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if multiplayer.get_unique_id() != player_id: return
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@@ -86,21 +86,34 @@ func _physics_process(delta: float) -> void:
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if not multiplayer.is_server():
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if multiplayer.get_unique_id() == player_id and client_prediction:
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predicted_position = position
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predicted_rotation = skin.global_rotation
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predicted_rotation = rotation_base.global_rotation
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if multiplayer.get_unique_id() != player_id or not client_prediction:
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if client_smoothing:
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position = lerp(position, server_position, client_smoothing_speed * delta)
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skin.global_rotation.y = lerp_angle(skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
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rotation_base.global_rotation.x = server_rotation.x
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rotation_base.global_rotation.y = lerp_angle(rotation_base.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
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rotation_base.global_rotation.z = server_rotation.z
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else:
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position = server_position
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skin.global_rotation.y = server_rotation.y
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rotation_base.global_rotation = server_rotation
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#
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if multiplayer.is_server():
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server_position = position
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server_rotation = skin.global_rotation
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server_rotation = rotation_base.global_rotation
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func _on_sync_delta_synchronized() -> void:
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if client_prediction and server_position.distance_to(predicted_position) > client_prediction_tolerance:
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print("%v VS %v" % [server_position, predicted_position])
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position = server_position
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func apply_input_velocity(delta: float, input_direction: Vector2, speed: float, acceleration: float) -> void:
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var target_velocity = Vector3(input_direction.x * speed, velocity.y, input_direction.y * speed)
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velocity = velocity.move_toward(target_velocity, acceleration * delta) + Main.gravity_velocity
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move_and_slide()
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if input_direction.length() >= 0.1:
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last_direction = Vector3(input_direction.x, 0, input_direction.y)
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var target_angle := Vector3.FORWARD.signed_angle_to(last_direction, Vector3.UP)
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rotation_base.global_rotation.y = lerp_angle(rotation_base.rotation.y, target_angle, rotation_speed * delta)
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@@ -0,0 +1,12 @@
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extends State
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func enter() -> void:
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subject.rotation_base.global_rotation.z = PI / 2
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func exit() -> void:
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subject.rotation_base.global_rotation.z = 0
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func process_physics(_delta: float) -> State:
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if not multiplayer.is_server(): return
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return
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@@ -3,12 +3,9 @@ extends State
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func process_physics(delta: float) -> State:
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if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
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var target_velocity = Vector3(0, subject.velocity.y, 0)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.air_deceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.air_deceleration)
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if not subject.is_on_floor(): return
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if %Input.direction.length() < 0.05: return %Idle
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if %Input.walk: return %Walk
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if has_node("%Walk") and %Input.walk: return %Walk
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return %Run
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@@ -3,14 +3,12 @@ extends State
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func process_physics(delta: float) -> State:
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if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
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var target_velocity = Vector3(0, subject.velocity.y, 0)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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subject.apply_input_velocity(delta, Vector2.ZERO, 0.0, subject.acceleration)
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if not subject.is_on_floor(): return %Fall
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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
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var input_direction = %Input.direction
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if input_direction.length() < 0.05: return
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if has_node("%Walk") and %Input.walk: return %Walk
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return %Run
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@@ -0,0 +1,11 @@
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extends State
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func process_physics(delta: float) -> State:
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if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
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var input_direction = %Input.direction if subject.is_on_floor() else Vector2.ZERO
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subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration if subject.is_on_floor() else subject.air_deceleration)
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if has_node("%Walk") and %Input.walk: return %Walk
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return
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+2
-11
@@ -6,17 +6,8 @@ func process_physics(delta: float) -> State:
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var input_direction = %Input.direction
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if input_direction.length() < 0.05: return %Idle
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var move_direction = Vector3(input_direction.x, 0, input_direction.y)
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var target_velocity = Vector3(move_direction.x * subject.run_speed, subject.velocity.y, move_direction.z * subject.run_speed)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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subject.apply_input_velocity(delta, input_direction, subject.run_speed, subject.acceleration)
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if move_direction.length() >= 0.1:
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subject.last_direction = move_direction
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var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
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subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
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if %Input.walk: return %Walk
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if has_node("%Walk") and %Input.walk: return %Walk
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if not subject.is_on_floor(): return %Fall
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return
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@@ -4,6 +4,7 @@ extends Node
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var subject
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func enter() -> void:
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print("Entering state: %s" % name)
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pass
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func exit() -> void:
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+1
-10
@@ -6,16 +6,7 @@ func process_physics(delta: float) -> State:
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var input_direction = %Input.direction
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if input_direction.length() < 0.05: return %Idle
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var move_direction = Vector3(input_direction.x, 0, input_direction.y)
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var target_velocity = Vector3(move_direction.x * subject.walk_speed, subject.velocity.y, move_direction.z * subject.walk_speed)
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subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
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subject.velocity += Main.gravity_velocity
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subject.move_and_slide()
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if move_direction.length() >= 0.1:
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subject.last_direction = move_direction
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var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
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subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
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subject.apply_input_velocity(delta, input_direction, subject.walk_speed, subject.acceleration)
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if not %Input.walk: return %Run
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if not subject.is_on_floor(): return %Fall
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