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2025-02-26 16:17:14 +09:00

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GDScript

extends CharacterBody3D
@export var player_id := 69:
set(id):
player_id = id
%Input.set_multiplayer_authority(id)
@export var state_machine: Node
@export_group("Camera")
@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
@export var camera_follow_speed := 20.0
@export var smooth_camera := false
@export_group("Movement")
@export var run_speed := 8.0
@export var walk_speed := 4.0
@export var acceleration := 45.0
@export var air_deceleration := 5.0
@export var rotation_speed := 20.0
@export_group("Client Smoothing")
@export var client_smoothing := false
@export var client_smoothing_speed := 10.0
@export var client_smoothing_rotation_speed := 25.0
@export var client_prediction := false
@export var client_prediction_tolerance := 0.3
@export_group("Server variables")
@export var server_position := Vector3.ZERO
@export var server_rotation := Vector3.ZERO
@export var player := true
@export var dead := false
@onready var _camera_pivot: Node3D = %CameraPivot
@onready var _camera_platform: Node3D = %CameraPlatform
@onready var _camera: Node3D = %Camera
@onready var rotation_base: Node3D = %RotationBase
@onready var collider: Node3D = %Collider
var camera_input_direction := Vector2.ZERO
var last_direction := Vector3.FORWARD
var predicted_position := Vector3.ZERO
var predicted_rotation := Vector3.ZERO
func _ready() -> void:
state_machine.set_subject(self)
if multiplayer.is_server(): return
if multiplayer.get_unique_id() == player_id:
_camera.make_current()
else:
_camera.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 _process(delta: float) -> void:
if multiplayer.get_unique_id() != player_id: return
_camera_platform.global_rotation = _camera_pivot.global_rotation
if smooth_camera:
_camera_platform.global_position = lerp(_camera_platform.global_position, _camera_pivot.global_position, camera_follow_speed * delta)
else:
_camera_platform.global_position = _camera_pivot.global_position
func _physics_process(delta: float) -> void:
state_machine.process_physics(delta)
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_input_direction = Vector2.ZERO
if not multiplayer.is_server():
if multiplayer.get_unique_id() == player_id and client_prediction:
predicted_position = position
predicted_rotation = rotation_base.global_rotation
if multiplayer.get_unique_id() != player_id or not client_prediction:
if client_smoothing:
position = lerp(position, server_position, client_smoothing_speed * delta)
rotation_base.global_rotation.x = server_rotation.x
rotation_base.global_rotation.y = lerp_angle(rotation_base.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
rotation_base.global_rotation.z = server_rotation.z
else:
position = server_position
rotation_base.global_rotation = server_rotation
#
if multiplayer.is_server():
server_position = position
server_rotation = rotation_base.global_rotation
func _on_sync_delta_synchronized() -> void:
if client_prediction and server_position.distance_to(predicted_position) > client_prediction_tolerance:
print("%v VS %v" % [server_position, predicted_position])
position = server_position
func apply_input_velocity(delta: float, input_direction: Vector2, speed: float, acc: float) -> void:
var target_velocity = Vector3(input_direction.x * speed, velocity.y, input_direction.y * speed)
velocity = velocity.move_toward(target_velocity, acc * delta) + Main.gravity_velocity
move_and_slide()
if input_direction.length() >= 0.1:
last_direction = Vector3(input_direction.x, 0, input_direction.y)
var target_angle := Vector3.FORWARD.signed_angle_to(last_direction, Vector3.UP)
rotation_base.global_rotation.y = lerp_angle(rotation_base.rotation.y, target_angle, rotation_speed * delta)