first iteration with authorative movement
This commit is contained in:
@@ -0,0 +1,97 @@
|
||||
extends CharacterBody3D
|
||||
|
||||
const _gravity := -30.0
|
||||
|
||||
@export var player_id := 69:
|
||||
set(id):
|
||||
player_id = id
|
||||
%RunnerInput.set_multiplayer_authority(id)
|
||||
|
||||
@export_group("Camera")
|
||||
@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
|
||||
@export var camera_follow_speed := 10.0
|
||||
@export var smooth_camera := false
|
||||
|
||||
@export_group("Movement")
|
||||
@export var move_speed := 8.0
|
||||
@export var acceleration := 30.0
|
||||
@export var rotation_speed := 20.0
|
||||
|
||||
@export_group("Client Tweening")
|
||||
@export var client_smoothing := false
|
||||
@export var client_smoothing_speed := 5.0
|
||||
@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
|
||||
|
||||
var _camera_input_direction := Vector2.ZERO
|
||||
var _last_direction := Vector3.FORWARD
|
||||
var _on_ground := false
|
||||
|
||||
@export var server_position := Vector3.ZERO
|
||||
@export var server_rotation := Vector3.ZERO
|
||||
|
||||
func _ready() -> void:
|
||||
if multiplayer.is_server():
|
||||
return
|
||||
|
||||
if multiplayer.get_unique_id() == player_id:
|
||||
%RunnerCamera.make_current()
|
||||
else:
|
||||
%RunnerCamera.clear_current(false)
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if multiplayer.get_unique_id() != player_id:
|
||||
return
|
||||
|
||||
if event.is_action_pressed("mouse_capture"):
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
|
||||
elif event.is_action_pressed("mouse_release"):
|
||||
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
|
||||
|
||||
if event is InputEventMouseMotion:
|
||||
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
|
||||
_camera_input_direction += event.screen_relative * mouse_sensitivity
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if multiplayer.get_unique_id() == player_id:
|
||||
_camera_pivot.rotation.x = clamp(
|
||||
_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.global_rotation = _camera_pivot.global_rotation
|
||||
|
||||
if smooth_camera:
|
||||
_camera.global_position = lerp(_camera.global_position, _camera_target.global_position, camera_follow_speed * delta)
|
||||
else:
|
||||
_camera.global_position = _camera_target.global_position
|
||||
|
||||
_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 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)
|
||||
else:
|
||||
position = server_position
|
||||
_skin.global_rotation.y = server_rotation.y
|
||||
Reference in New Issue
Block a user