refactor to state machine

This commit is contained in:
2025-02-02 01:08:44 +09:00
parent c8c5c08b4d
commit be682b2813
18 changed files with 379 additions and 121 deletions
+6
View File
@@ -23,6 +23,7 @@ run/size/viewport_width=1280
[autoload]
MultiplayerManager="*res://scripts/multiplayer/multiplayer_manager.gd"
Main="*res://scripts/main.gd"
[display]
@@ -66,6 +67,11 @@ mouse_release={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
walk={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[rendering]
+2 -3
View File
@@ -87,7 +87,6 @@ mesh = SubResource("BoxMesh_thq07")
[node name="Ceiling" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 10, 0)
visible = false
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ceiling"]
shape = SubResource("BoxShape3D_xn166")
@@ -151,7 +150,7 @@ omni_attenuation = 1.5
[node name="SecondFloorLight" type="OmniLight3D" parent="Lights"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 9, 0)
visible = false
light_energy = 0.3
light_energy = 6.0
shadow_enabled = true
omni_range = 40.0
omni_attenuation = 1.5
+9 -8
View File
@@ -24,24 +24,25 @@ environment = SubResource("Environment_2c67a")
[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
_spawnable_scenes = PackedStringArray("res://scenes/runner.tscn")
spawn_path = NodePath("../RunnersNode")
spawn_path = NodePath("../Runners")
[node name="GroundStaticBody3D" type="StaticBody3D" parent="."]
[node name="Ground" type="StaticBody3D" parent="."]
[node name="GroundCollisionShape3D" type="CollisionShape3D" parent="GroundStaticBody3D"]
[node name="GroundCollider" type="CollisionShape3D" parent="Ground"]
shape = SubResource("WorldBoundaryShape3D_1l61b")
[node name="GroundMeshInstance3D" type="MeshInstance3D" parent="GroundStaticBody3D"]
[node name="GroundMesh" type="MeshInstance3D" parent="Ground"]
mesh = ExtResource("1_7j0qh")
surface_material_override/0 = ExtResource("2_f8uto")
[node name="House" parent="." instance=ExtResource("4_38bom")]
[node name="RunnersNode" type="Node3D" parent="."]
[node name="Runners" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="StatsOverlay" type="CanvasLayer" parent="."]
[node name="Control" type="Control" parent="CanvasLayer"]
[node name="StatsContainer" type="Control" parent="StatsOverlay"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
@@ -49,7 +50,7 @@ anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="RichTextLabel" type="RichTextLabel" parent="CanvasLayer/Control"]
[node name="StatsLabel" type="RichTextLabel" parent="StatsOverlay/StatsContainer"]
unique_name_in_owner = true
layout_mode = 0
offset_right = 200.0
+9 -9
View File
@@ -11,7 +11,7 @@ grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_ivhyr")
[node name="MainMenuPanel" type="Panel" parent="."]
[node name="Panel" type="Panel" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
@@ -19,7 +19,7 @@ anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="ColorRect" type="ColorRect" parent="MainMenuPanel"]
[node name="Background" type="ColorRect" parent="Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
@@ -28,7 +28,7 @@ grow_horizontal = 2
grow_vertical = 2
color = Color(0.156863, 0.156863, 0.305882, 1)
[node name="MainMenuCenterContainer" type="CenterContainer" parent="MainMenuPanel"]
[node name="Center" type="CenterContainer" parent="Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
@@ -36,10 +36,10 @@ anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="MainMenuVBoxContainer" type="VBoxContainer" parent="MainMenuPanel/MainMenuCenterContainer"]
[node name="VerticalMenu" type="VBoxContainer" parent="Panel/Center"]
layout_mode = 2
[node name="IpAddressRichTextLabel" type="RichTextLabel" parent="MainMenuPanel/MainMenuCenterContainer/MainMenuVBoxContainer"]
[node name="IpLabel" type="RichTextLabel" parent="Panel/Center/VerticalMenu"]
custom_minimum_size = Vector2(0, 25)
layout_mode = 2
size_flags_vertical = 4
@@ -47,21 +47,21 @@ bbcode_enabled = true
text = "[center]Server Address[/center]"
scroll_active = false
[node name="IpAddressTextEdit" type="TextEdit" parent="MainMenuPanel/MainMenuCenterContainer/MainMenuVBoxContainer"]
[node name="IpTextBox" type="TextEdit" parent="Panel/Center/VerticalMenu"]
unique_name_in_owner = true
custom_minimum_size = Vector2(0, 40)
layout_mode = 2
size_flags_vertical = 4
placeholder_text = "localhost (default)"
[node name="JoinButtonSpacer" type="Control" parent="MainMenuPanel/MainMenuCenterContainer/MainMenuVBoxContainer"]
[node name="JoinButtonSpacer" type="Control" parent="Panel/Center/VerticalMenu"]
custom_minimum_size = Vector2(0, 15)
layout_mode = 2
[node name="JoinButton" type="Button" parent="MainMenuPanel/MainMenuCenterContainer/MainMenuVBoxContainer"]
[node name="JoinButton" type="Button" parent="Panel/Center/VerticalMenu"]
custom_minimum_size = Vector2(200, 40)
layout_mode = 2
text = "Join"
text_overrun_behavior = 3
[connection signal="pressed" from="MainMenuPanel/MainMenuCenterContainer/MainMenuVBoxContainer/JoinButton" to="." method="_on_join_button_pressed"]
[connection signal="pressed" from="Panel/Center/VerticalMenu/JoinButton" to="." method="_on_join_button_pressed"]
+113
View File
@@ -0,0 +1,113 @@
[gd_scene load_steps=16 format=3 uid="uid://8esyynmieyog"]
[ext_resource type="Script" path="res://scripts/runner.gd" id="1_d63rt"]
[ext_resource type="Script" path="res://scripts/runner_input.gd" id="2_xmliy"]
[ext_resource type="Material" uid="uid://ccrb46njti2ke" path="res://materials/runner.tres" id="3_6c0ro"]
[ext_resource type="Script" path="res://scripts/state_machine.gd" id="4_40cmc"]
[ext_resource type="Script" path="res://scripts/states/idle.gd" id="5_hq6tn"]
[ext_resource type="Script" path="res://scripts/states/move.gd" id="6_1teax"]
[ext_resource type="Script" path="res://scripts/states/fall.gd" id="7_jfat4"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ukf45"]
properties/0/path = NodePath(".:player_id")
properties/0/spawn = true
properties/0/replication_mode = 2
properties/1/path = NodePath(".:server_position")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/2/path = NodePath(".:server_rotation")
properties/2/spawn = true
properties/2/replication_mode = 2
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"]
properties/0/path = NodePath("RunnerInput:move_direction")
properties/0/spawn = true
properties/0/replication_mode = 2
[sub_resource type="SphereShape3D" id="SphereShape3D_wsx1k"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_j6tb3"]
radius = 0.3
height = 1.8
[sub_resource type="CapsuleMesh" id="CapsuleMesh_di3a0"]
radius = 0.3
height = 1.8
[sub_resource type="PrismMesh" id="PrismMesh_fcj1v"]
[sub_resource type="SphereMesh" id="SphereMesh_tudvv"]
[sub_resource type="SphereMesh" id="SphereMesh_1gltg"]
[node name="Runner" type="CharacterBody3D" node_paths=PackedStringArray("state_machine")]
script = ExtResource("1_d63rt")
state_machine = NodePath("StateMachine")
[node name="RunnerSync" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_ukf45")
[node name="RunnerInput" type="MultiplayerSynchronizer" parent="."]
unique_name_in_owner = true
replication_config = SubResource("SceneReplicationConfig_1agtp")
script = ExtResource("2_xmliy")
[node name="Camera" type="Camera3D" parent="."]
unique_name_in_owner = true
[node name="CameraPivot" type="Node3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="CameraSpringArm" type="SpringArm3D" parent="CameraPivot"]
shape = SubResource("SphereShape3D_wsx1k")
spring_length = 3.5
[node name="CameraTarget" type="Node3D" parent="CameraPivot/CameraSpringArm"]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Collider" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_j6tb3")
[node name="Skin" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="MainBody" type="MeshInstance3D" parent="Skin"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CapsuleMesh_di3a0")
skeleton = NodePath("../..")
surface_material_override/0 = ExtResource("3_6c0ro")
[node name="Beak" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.35, 0, 0, 0, -1.09278e-08, 0.1, 0, -0.25, -4.37114e-09, 0, 0.65, -0.3)
visible = false
mesh = SubResource("PrismMesh_fcj1v")
surface_material_override/0 = ExtResource("3_6c0ro")
[node name="RightEye" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_tudvv")
[node name="LeftEye" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, -0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_1gltg")
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("current_state")]
script = ExtResource("4_40cmc")
current_state = NodePath("Idle")
[node name="Idle" type="Node" parent="StateMachine" node_paths=PackedStringArray("move_state")]
script = ExtResource("5_hq6tn")
move_state = NodePath("../Move")
[node name="Move" type="Node" parent="StateMachine" node_paths=PackedStringArray("idle_state", "fall_state")]
script = ExtResource("6_1teax")
idle_state = NodePath("../Idle")
fall_state = NodePath("../Fall")
[node name="Fall" type="Node" parent="StateMachine" node_paths=PackedStringArray("move_state", "idle_state")]
script = ExtResource("7_jfat4")
move_state = NodePath("../Move")
idle_state = NodePath("../Idle")
+50 -18
View File
@@ -1,10 +1,13 @@
[gd_scene load_steps=12 format=3 uid="uid://8esyynmieyog"]
[gd_scene load_steps=17 format=3 uid="uid://8esyynmieyog"]
[ext_resource type="Script" path="res://scripts/runner.gd" id="1_d63rt"]
[ext_resource type="Script" path="res://scripts/runner_input.gd" id="2_xmliy"]
[ext_resource type="Script" path="res://scripts/multiplayer/input.gd" id="2_xmliy"]
[ext_resource type="Material" uid="uid://ccrb46njti2ke" path="res://materials/runner.tres" id="3_6c0ro"]
[ext_resource type="Script" path="res://scripts/state_machine.gd" id="4_40cmc"]
[ext_resource type="Script" path="res://scripts/states/state_machine.gd" id="4_40cmc"]
[ext_resource type="Script" path="res://scripts/states/idle.gd" id="5_hq6tn"]
[ext_resource type="Script" path="res://scripts/states/run.gd" id="6_1teax"]
[ext_resource type="Script" path="res://scripts/states/fall.gd" id="7_jfat4"]
[ext_resource type="Script" path="res://scripts/states/walk.gd" id="8_phh70"]
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_ukf45"]
properties/0/path = NodePath(".:player_id")
@@ -18,9 +21,12 @@ properties/2/spawn = true
properties/2/replication_mode = 2
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_1agtp"]
properties/0/path = NodePath("RunnerInput:move_direction")
properties/0/path = NodePath("Input:direction")
properties/0/spawn = true
properties/0/replication_mode = 2
properties/1/path = NodePath("Input:walking")
properties/1/spawn = true
properties/1/replication_mode = 2
[sub_resource type="SphereShape3D" id="SphereShape3D_wsx1k"]
@@ -34,52 +40,78 @@ height = 1.8
[sub_resource type="PrismMesh" id="PrismMesh_fcj1v"]
[node name="Runner" type="CharacterBody3D"]
script = ExtResource("1_d63rt")
[sub_resource type="SphereMesh" id="SphereMesh_tudvv"]
[node name="RunnerSync" type="MultiplayerSynchronizer" parent="."]
[sub_resource type="SphereMesh" id="SphereMesh_1gltg"]
[node name="Runner" type="CharacterBody3D" node_paths=PackedStringArray("state_machine")]
script = ExtResource("1_d63rt")
state_machine = NodePath("StateMachine")
[node name="Sync" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_ukf45")
[node name="RunnerInput" type="MultiplayerSynchronizer" parent="."]
[node name="Input" type="MultiplayerSynchronizer" parent="."]
unique_name_in_owner = true
replication_config = SubResource("SceneReplicationConfig_1agtp")
script = ExtResource("2_xmliy")
[node name="RunnerCamera" type="Camera3D" parent="."]
[node name="Camera" type="Camera3D" parent="."]
unique_name_in_owner = true
[node name="CameraPivot" type="Node3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="RunnerCameraSpringArm3D" type="SpringArm3D" parent="CameraPivot"]
[node name="CameraSpringArm" type="SpringArm3D" parent="CameraPivot"]
shape = SubResource("SphereShape3D_wsx1k")
spring_length = 3.5
[node name="RunnerCameraTarget" type="Node3D" parent="CameraPivot/RunnerCameraSpringArm3D"]
[node name="CameraTarget" type="Node3D" parent="CameraPivot/CameraSpringArm"]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
[node name="Collider" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
shape = SubResource("CapsuleShape3D_j6tb3")
[node name="RunnerSkin" type="Node3D" parent="."]
[node name="Skin" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="MeshInstance3D" type="MeshInstance3D" parent="RunnerSkin"]
[node name="MainBody" type="MeshInstance3D" parent="Skin"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
mesh = SubResource("CapsuleMesh_di3a0")
skeleton = NodePath("../..")
surface_material_override/0 = ExtResource("3_6c0ro")
[node name="MeshInstance3D" type="MeshInstance3D" parent="RunnerSkin/MeshInstance3D"]
transform = Transform3D(0.35, 0, 0, 0, -1.09278e-08, 0.1, 0, -0.25, -4.37114e-09, 0, 0.65, -0.3)
[node name="Beak" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.35, 0, 0, 0, -0.105655, 0.0906308, 0, -0.226577, -0.0422618, 0, 0.45, -0.3)
mesh = SubResource("PrismMesh_fcj1v")
surface_material_override/0 = ExtResource("3_6c0ro")
[node name="StateMachine" type="Node" parent="."]
[node name="RightEye" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, 0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_tudvv")
[node name="LeftEye" type="MeshInstance3D" parent="Skin/MainBody"]
transform = Transform3D(0.1, 0, 0, 0, 0.1, 0, 0, 0, 0.1, -0.1, 0.6, -0.25)
mesh = SubResource("SphereMesh_1gltg")
[node name="StateMachine" type="Node" parent="." node_paths=PackedStringArray("current_state")]
script = ExtResource("4_40cmc")
current_state = NodePath("Idle")
[node name="Idle" type="Node" parent="StateMachine"]
unique_name_in_owner = true
script = ExtResource("5_hq6tn")
[node name="Run" type="Node" parent="StateMachine"]
unique_name_in_owner = true
script = ExtResource("6_1teax")
[node name="Fall" type="Node" parent="StateMachine"]
unique_name_in_owner = true
script = ExtResource("7_jfat4")
[node name="Walk" type="Node" parent="StateMachine"]
unique_name_in_owner = true
script = ExtResource("8_phh70")
+3 -6
View File
@@ -1,13 +1,10 @@
extends Node3D
const template := "FPS: %d\nPing: %d ms"
const statsTemplate := "FPS: %d\nPing: %d ms"
var runner_scene := preload("res://scenes/runner.tscn")
var _ping := 0.0
var _runners_node: Node3D
func _ready() -> void:
_runners_node = get_node("RunnersNode")
@onready var _runners_node: Node3D = %Runners
func spawn_player(player_id) -> void:
if multiplayer.is_server():
@@ -21,7 +18,7 @@ func _process(_delta: float) -> void:
if DisplayServer.get_name() == "headless":
return
%RichTextLabel.text = template % [
%StatsLabel.text = statsTemplate % [
Engine.get_frames_per_second(),
_ping,
]
+7
View File
@@ -0,0 +1,7 @@
extends Node
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
var gravity_vector: Vector3 = ProjectSettings.get_setting("physics/3d/default_gravity_vector")
var physics_tickrate = Engine.get_physics_ticks_per_second()
var terminal_velocity: float = 150.0
var gravity_velocity: Vector3 = (gravity_vector * gravity) / (physics_tickrate as float)
+1 -1
View File
@@ -1,5 +1,5 @@
extends Control
func _on_join_button_pressed() -> void:
MultiplayerManager.connect_to_ip(%IpAddressTextEdit.text)
MultiplayerManager.connect_to_ip(%IpTextBox.text)
get_tree().change_scene_to_file("res://scenes/in_game.tscn")
@@ -1,10 +1,9 @@
extends MultiplayerSynchronizer
var move_direction: Vector2
@export var direction: Vector2 = Vector2.ZERO
@export var walking: bool = false
func _ready() -> void:
move_direction = Vector2.ZERO
if multiplayer.is_server() or get_multiplayer_authority() != multiplayer.get_unique_id():
set_process(false)
set_physics_process(false)
@@ -12,5 +11,6 @@ func _ready() -> void:
func _physics_process(_delta: float) -> void:
var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back")
var camera_adjusted: Vector3 = (directional_input.x * %RunnerCameraTarget.global_basis.z) + (directional_input.y * %RunnerCameraTarget.global_basis.x)
move_direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0)
var camera_adjusted: Vector3 = (directional_input.x * %CameraTarget.global_basis.z) + (directional_input.y * %CameraTarget.global_basis.x)
direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0).normalized()
walking = Input.is_action_pressed("walk")
+29 -34
View File
@@ -1,11 +1,11 @@
extends CharacterBody3D
const _gravity := -30.0
@export var player_id := 69:
set(id):
player_id = id
%RunnerInput.set_multiplayer_authority(id)
%Input.set_multiplayer_authority(id)
@export var state_machine: Node
@export_group("Camera")
@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
@@ -13,8 +13,10 @@ const _gravity := -30.0
@export var smooth_camera := false
@export_group("Movement")
@export var move_speed := 8.0
@export var acceleration := 30.0
@export var run_speed := 8.0
@export var walk_speed := 4.0
@export var acceleration := 45.0
@export var air_deceleration := 5.0
@export var rotation_speed := 20.0
@export_group("Client Tweening")
@@ -23,25 +25,26 @@ const _gravity := -30.0
@export var client_smoothing_rotation_speed := 10.0
@onready var _camera_pivot: Node3D = %CameraPivot
@onready var _camera_target: Node3D = %RunnerCameraTarget
@onready var _camera: Node3D = %RunnerCamera
@onready var _skin: Node3D = %RunnerSkin
@onready var _camera_target: Node3D = %CameraTarget
@onready var _camera: Node3D = %Camera
@onready var skin: Node3D = %Skin
var _camera_input_direction := Vector2.ZERO
var _last_direction := Vector3.FORWARD
var _on_ground := false
var camera_input_direction := Vector2.ZERO
var last_direction := Vector3.FORWARD
@export_group("Server variables")
@export var server_position := Vector3.ZERO
@export var server_rotation := Vector3.ZERO
func _ready() -> void:
state_machine.set_subject(self)
if multiplayer.is_server():
return
if multiplayer.get_unique_id() == player_id:
%RunnerCamera.make_current()
%Camera.make_current()
else:
%RunnerCamera.clear_current(false)
%Camera.clear_current(false)
func _input(event: InputEvent) -> void:
if multiplayer.get_unique_id() != player_id:
@@ -54,17 +57,18 @@ func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
_camera_input_direction += event.screen_relative * mouse_sensitivity
camera_input_direction += event.screen_relative * mouse_sensitivity
func _physics_process(delta: float) -> void:
state_machine.process_physics(delta)
if multiplayer.get_unique_id() == player_id:
_camera_pivot.rotation.x = clamp(
_camera_pivot.rotation.x - _camera_input_direction.y * delta,
_camera_pivot.rotation.x - camera_input_direction.y * delta,
-PI / 3.0,
PI / 6.0,
)
_camera_pivot.rotation.y -= _camera_input_direction.x * delta
_camera_pivot.rotation.y -= camera_input_direction.x * delta
_camera.global_rotation = _camera_pivot.global_rotation
if smooth_camera:
@@ -72,26 +76,17 @@ func _physics_process(delta: float) -> void:
else:
_camera.global_position = _camera_target.global_position
_camera_input_direction = Vector2.ZERO
camera_input_direction = Vector2.ZERO
if multiplayer.is_server():
var move_direction = Vector3(%RunnerInput.move_direction.x, 0, %RunnerInput.move_direction.y)
var y_velocity := velocity.y
velocity = velocity.move_toward(move_direction * move_speed, acceleration * delta)
velocity.y = y_velocity + (_gravity * delta)
move_and_slide()
if move_direction.length() >= 0.1:
_last_direction = move_direction
var target_angle := Vector3.FORWARD.signed_angle_to(_last_direction, Vector3.UP)
_skin.global_rotation.y = lerp_angle(_skin.rotation.y, target_angle, rotation_speed * delta)
server_position = position
server_rotation = _skin.global_rotation
else:
if not multiplayer.is_server():
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)
skin.global_rotation.y = lerp_angle(skin.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
else:
position = server_position
_skin.global_rotation.y = server_rotation.y
skin.global_rotation.y = server_rotation.y
if multiplayer.is_server():
server_position = position
server_rotation = skin.global_rotation
#print("Velocity: %s" % velocity)
-33
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@@ -1,33 +0,0 @@
extends Node
@export var starting_state: State
var current_state: State
func init(subject: Node) -> void:
for state in get_children():
state.subject = subject
_change_state(starting_state)
func _change_state(new_state: State) -> void:
if current_state:
current_state.exit()
current_state = new_state
current_state.enter()
func _physics_process(delta: float) -> void:
var new_state = current_state.process_physics(delta)
if new_state:
_change_state(new_state)
func _unhandled_input(event: InputEvent) -> void:
var new_state = current_state.process_input(event)
if new_state:
_change_state(new_state)
func _process(delta: float) -> void:
var new_state = current_state.process_frame(delta)
if new_state:
_change_state(new_state)
+22
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@@ -0,0 +1,22 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
return
var target_velocity = Vector3(0, subject.velocity.y, 0)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.air_deceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
if subject.is_on_floor():
var input_direction = %Input.direction
if input_direction.length() < 0.05:
return %Idle
if %Input.walking:
return %Walk
return %Run
return
+15
View File
@@ -1,4 +1,19 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
return
var target_velocity = Vector3(0, subject.velocity.y, 0)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
if not subject.is_on_floor():
return %Fall
var input_direction = %Input.direction
if input_direction.length() < 0.05:
return
return %Run
+28
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@@ -0,0 +1,28 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
return
var input_direction = %Input.direction
if input_direction.length() < 0.05:
return %Idle
var move_direction = Vector3(input_direction.x, 0, input_direction.y)
var target_velocity = Vector3(move_direction.x * subject.run_speed, subject.velocity.y, move_direction.z * subject.run_speed)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
if move_direction.length() >= 0.1:
subject.last_direction = move_direction
var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
if %Input.walking:
return %Walk
if not subject.is_on_floor():
return %Fall
return
@@ -1,9 +1,6 @@
class_name State
extends Node
@export var move_speed: float = 100.0
@export var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
var subject
func enter() -> void:
+51
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@@ -0,0 +1,51 @@
extends Node
@export var current_state: State
var subject: Node
func set_subject(new_subject: Node) -> void:
subject = new_subject
for state in get_children():
state.subject = subject
func _change_state(new_state: State) -> void:
if current_state:
#print("Exiting: %s" % current_state.name)
current_state.exit()
current_state = new_state
print("Entering: %s" % current_state.name)
current_state.enter()
func process_physics(delta: float) -> void:
if not current_state:
return
if not current_state.subject:
return
var new_state = current_state.process_physics(delta)
if new_state:
_change_state(new_state)
func process_input(event: InputEvent) -> void:
if not current_state:
return
if not current_state.subject:
return
var new_state = current_state.process_input(event)
if new_state:
_change_state(new_state)
func process_frame(delta: float) -> void:
if not current_state:
return
if not current_state.subject:
return
var new_state = current_state.process_frame(delta)
if new_state:
_change_state(new_state)
+28
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@@ -0,0 +1,28 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server():
return
var input_direction = %Input.direction
if input_direction.length() < 0.05:
return %Idle
var move_direction = Vector3(input_direction.x, 0, input_direction.y)
var target_velocity = Vector3(move_direction.x * subject.walk_speed, subject.velocity.y, move_direction.z * subject.walk_speed)
subject.velocity = subject.velocity.move_toward(target_velocity, subject.acceleration * delta)
subject.velocity += Main.gravity_velocity
subject.move_and_slide()
if move_direction.length() >= 0.1:
subject.last_direction = move_direction
var target_angle := Vector3.FORWARD.signed_angle_to(subject.last_direction, Vector3.UP)
subject.skin.global_rotation.y = lerp_angle(subject.skin.rotation.y, target_angle, subject.rotation_speed * delta)
if not %Input.walking:
return %Run
if not subject.is_on_floor():
return %Fall
return