add client prediction

This commit is contained in:
2025-02-19 22:23:06 +09:00
parent 4e65d2c43b
commit ac49bcee0b
9 changed files with 34 additions and 19 deletions
+1 -1
View File
@@ -1,7 +1,7 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
var target_velocity = Vector3(0, subject.velocity.y, 0)
+1 -1
View File
@@ -1,7 +1,7 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
var target_velocity = Vector3(0, subject.velocity.y, 0)
+1 -1
View File
@@ -1,7 +1,7 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
var input_direction = %Input.direction
+1 -1
View File
@@ -14,7 +14,7 @@ func _change_state(new_state: State) -> void:
current_state.exit()
current_state = new_state
print("Entering: %s" % current_state.name)
#print("Entering: %s" % current_state.name)
current_state.enter()
func process_physics(delta: float) -> void:
+1 -1
View File
@@ -1,7 +1,7 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
var input_direction = %Input.direction