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
+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)