add attacks and death
This commit is contained in:
+5
-2
@@ -29,11 +29,14 @@ extends CharacterBody3D
|
||||
@export_group("Server variables")
|
||||
@export var server_position := Vector3.ZERO
|
||||
@export var server_rotation := Vector3.ZERO
|
||||
@export var player := true
|
||||
@export var dead := false
|
||||
|
||||
@onready var _camera_pivot: Node3D = %CameraPivot
|
||||
@onready var _camera_platform: Node3D = %CameraPlatform
|
||||
@onready var _camera: Node3D = %Camera
|
||||
@onready var rotation_base: Node3D = %RotationBase
|
||||
@onready var collider: Node3D = %Collider
|
||||
|
||||
var camera_input_direction := Vector2.ZERO
|
||||
var last_direction := Vector3.FORWARD
|
||||
@@ -108,9 +111,9 @@ func _on_sync_delta_synchronized() -> void:
|
||||
position = server_position
|
||||
|
||||
|
||||
func apply_input_velocity(delta: float, input_direction: Vector2, speed: float, acceleration: float) -> void:
|
||||
func apply_input_velocity(delta: float, input_direction: Vector2, speed: float, acc: 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
|
||||
velocity = velocity.move_toward(target_velocity, acc * delta) + Main.gravity_velocity
|
||||
move_and_slide()
|
||||
|
||||
if input_direction.length() >= 0.1:
|
||||
|
||||
Reference in New Issue
Block a user