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
+5 -13
View File
@@ -1,22 +1,14 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): 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
if not subject.is_on_floor(): return
if %Input.direction.length() < 0.05: return %Idle
if %Input.walk: return %Walk
return %Run
+3 -6
View File
@@ -1,19 +1,16 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): 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
if not subject.is_on_floor(): return %Fall
var input_direction = %Input.direction
if input_direction.length() < 0.05:
return
if input_direction.length() < 0.05: return
return %Run
+4 -10
View File
@@ -1,12 +1,10 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var input_direction = %Input.direction
if input_direction.length() < 0.05:
return %Idle
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)
@@ -19,10 +17,6 @@ func process_physics(delta: float) -> State:
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
if %Input.walk: return %Walk
if not subject.is_on_floor(): return %Fall
return
+4 -19
View File
@@ -9,42 +9,27 @@ func set_subject(new_subject: Node) -> void:
state.subject = subject
func _change_state(new_state: State) -> void:
if current_state:
#print("Exiting: %s" % current_state.name)
current_state.exit()
if current_state: 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
if not current_state or 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
if not current_state or 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
if not current_state or not current_state.subject: return
var new_state = current_state.process_frame(delta)
if new_state:
+4 -10
View File
@@ -1,12 +1,10 @@
extends State
func process_physics(delta: float) -> State:
if not multiplayer.is_server() and (multiplayer.get_unique_id() != subject.player_id or not subject.client_prediction):
return
if not Main.is_server_or_predicting(subject.player_id, subject.client_prediction): return
var input_direction = %Input.direction
if input_direction.length() < 0.05:
return %Idle
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)
@@ -19,10 +17,6 @@ func process_physics(delta: float) -> State:
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
if not %Input.walk: return %Run
if not subject.is_on_floor(): return %Fall
return