despawn runner or chaser on disconnect
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@@ -1,7 +1,9 @@
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extends MultiplayerSynchronizer
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@export var direction: Vector2 = Vector2.ZERO
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@export var walking: bool = false
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@export var walk: bool = false
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@export var primary_interact: bool = false
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@export var secondary_interact: bool = false
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@onready var _camera_pivot: Node3D = %CameraPivot
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@@ -9,10 +11,9 @@ func _ready() -> void:
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if multiplayer.is_server() or get_multiplayer_authority() != multiplayer.get_unique_id():
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set_process(false)
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set_physics_process(false)
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return
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func _physics_process(_delta: float) -> void:
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var directional_input := Input.get_vector("move_right", "move_left", "move_forward", "move_back")
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var camera_adjusted: Vector3 = (directional_input.x * _camera_pivot.global_basis.z) + (directional_input.y * _camera_pivot.global_basis.x)
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direction = Vector2(camera_adjusted.x, camera_adjusted.z).rotated(PI / 2.0).normalized()
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walking = Input.is_action_pressed("walk")
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walk = Input.is_action_pressed("walk")
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