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