refactor to state machine
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+29
-34
@@ -1,11 +1,11 @@
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extends CharacterBody3D
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const _gravity := -30.0
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@export var player_id := 69:
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set(id):
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player_id = id
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%RunnerInput.set_multiplayer_authority(id)
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%Input.set_multiplayer_authority(id)
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@export var state_machine: Node
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@export_group("Camera")
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@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
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@@ -13,8 +13,10 @@ const _gravity := -30.0
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@export var smooth_camera := false
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@export_group("Movement")
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@export var move_speed := 8.0
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@export var acceleration := 30.0
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@export var run_speed := 8.0
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@export var walk_speed := 4.0
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@export var acceleration := 45.0
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@export var air_deceleration := 5.0
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@export var rotation_speed := 20.0
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@export_group("Client Tweening")
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@@ -23,25 +25,26 @@ const _gravity := -30.0
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@export var client_smoothing_rotation_speed := 10.0
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@onready var _camera_pivot: Node3D = %CameraPivot
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@onready var _camera_target: Node3D = %RunnerCameraTarget
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@onready var _camera: Node3D = %RunnerCamera
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@onready var _skin: Node3D = %RunnerSkin
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@onready var _camera_target: Node3D = %CameraTarget
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@onready var _camera: Node3D = %Camera
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@onready var skin: Node3D = %Skin
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var _camera_input_direction := Vector2.ZERO
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var _last_direction := Vector3.FORWARD
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var _on_ground := false
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var camera_input_direction := Vector2.ZERO
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var last_direction := Vector3.FORWARD
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@export_group("Server variables")
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@export var server_position := Vector3.ZERO
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@export var server_rotation := Vector3.ZERO
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func _ready() -> void:
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state_machine.set_subject(self)
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if multiplayer.is_server():
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return
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if multiplayer.get_unique_id() == player_id:
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%RunnerCamera.make_current()
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%Camera.make_current()
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else:
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%RunnerCamera.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:
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@@ -54,17 +57,18 @@ func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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_camera_input_direction += event.screen_relative * mouse_sensitivity
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camera_input_direction += event.screen_relative * mouse_sensitivity
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func _physics_process(delta: float) -> void:
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state_machine.process_physics(delta)
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if multiplayer.get_unique_id() == player_id:
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_camera_pivot.rotation.x = clamp(
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_camera_pivot.rotation.x - _camera_input_direction.y * delta,
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_camera_pivot.rotation.x - camera_input_direction.y * delta,
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-PI / 3.0,
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PI / 6.0,
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)
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_camera_pivot.rotation.y -= _camera_input_direction.x * delta
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_camera_pivot.rotation.y -= camera_input_direction.x * delta
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_camera.global_rotation = _camera_pivot.global_rotation
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if smooth_camera:
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@@ -72,26 +76,17 @@ func _physics_process(delta: float) -> void:
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else:
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_camera.global_position = _camera_target.global_position
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_camera_input_direction = Vector2.ZERO
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camera_input_direction = Vector2.ZERO
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if multiplayer.is_server():
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var move_direction = Vector3(%RunnerInput.move_direction.x, 0, %RunnerInput.move_direction.y)
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var y_velocity := velocity.y
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velocity = velocity.move_toward(move_direction * move_speed, acceleration * delta)
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velocity.y = y_velocity + (_gravity * delta)
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move_and_slide()
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if move_direction.length() >= 0.1:
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_last_direction = move_direction
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var target_angle := Vector3.FORWARD.signed_angle_to(_last_direction, Vector3.UP)
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_skin.global_rotation.y = lerp_angle(_skin.rotation.y, target_angle, rotation_speed * delta)
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server_position = position
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server_rotation = _skin.global_rotation
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else:
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if not multiplayer.is_server():
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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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skin.global_rotation.y = lerp_angle(skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
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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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skin.global_rotation.y = server_rotation.y
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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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#print("Velocity: %s" % velocity)
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