despawn runner or chaser on disconnect

This commit is contained in:
2025-02-21 17:59:23 +09:00
parent 591225996d
commit ca63d4594c
15 changed files with 85 additions and 97 deletions
+4 -3
View File
@@ -1,7 +1,9 @@
extends MultiplayerSynchronizer
@export var direction: Vector2 = Vector2.ZERO
@export var walking: bool = false
@export var walk: bool = false
@export var primary_interact: bool = false
@export var secondary_interact: bool = false
@onready var _camera_pivot: Node3D = %CameraPivot
@@ -9,10 +11,9 @@ func _ready() -> void:
if multiplayer.is_server() or get_multiplayer_authority() != multiplayer.get_unique_id():
set_process(false)
set_physics_process(false)
return
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 * _camera_pivot.global_basis.z) + (directional_input.y * _camera_pivot.global_basis.x)
direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0).normalized()
walking = Input.is_action_pressed("walk")
walk = Input.is_action_pressed("walk")