120 lines
4.2 KiB
GDScript
120 lines
4.2 KiB
GDScript
extends CharacterBody3D
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@export var player_id := 69:
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set(id):
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player_id = id
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%Input.set_multiplayer_authority(id)
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@export var state_machine: Node
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@export_group("Camera")
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@export_range(0.0, 1.0) var mouse_sensitivity := 0.2
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@export var camera_follow_speed := 20.0
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@export var smooth_camera := false
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@export_group("Movement")
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@export var run_speed := 8.0
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@export var walk_speed := 4.0
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@export var acceleration := 45.0
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@export var air_deceleration := 5.0
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@export var rotation_speed := 20.0
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@export_group("Client Smoothing")
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@export var client_smoothing := false
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@export var client_smoothing_speed := 10.0
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@export var client_smoothing_rotation_speed := 25.0
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@export var client_prediction := false
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@export var client_prediction_tolerance := 0.3
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@export_group("Server variables")
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@export var server_position := Vector3.ZERO
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@export var server_rotation := Vector3.ZERO
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@onready var _camera_pivot: Node3D = %CameraPivot
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@onready var _camera_platform: Node3D = %CameraPlatform
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@onready var _camera: Node3D = %Camera
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@onready var rotation_base: Node3D = %RotationBase
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var camera_input_direction := Vector2.ZERO
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var last_direction := Vector3.FORWARD
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var predicted_position := Vector3.ZERO
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var predicted_rotation := Vector3.ZERO
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func _ready() -> void:
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state_machine.set_subject(self)
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if multiplayer.is_server(): return
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if multiplayer.get_unique_id() == player_id:
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_camera.make_current()
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else:
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_camera.clear_current(false)
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func _input(event: InputEvent) -> void:
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if multiplayer.get_unique_id() != player_id: return
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if event.is_action_pressed("mouse_capture"):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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elif event.is_action_pressed("mouse_release"):
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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if event is InputEventMouseMotion:
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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camera_input_direction += event.screen_relative * mouse_sensitivity
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func _process(delta: float) -> void:
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if multiplayer.get_unique_id() != player_id: return
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_camera_platform.global_rotation = _camera_pivot.global_rotation
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if smooth_camera:
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_camera_platform.global_position = lerp(_camera_platform.global_position, _camera_pivot.global_position, camera_follow_speed * delta)
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else:
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_camera_platform.global_position = _camera_pivot.global_position
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func _physics_process(delta: float) -> void:
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state_machine.process_physics(delta)
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if multiplayer.get_unique_id() == player_id:
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_camera_pivot.rotation.x = clamp(
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_camera_pivot.rotation.x - camera_input_direction.y * delta,
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-PI / 3.0,
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PI / 6.0,
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)
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_camera_pivot.rotation.y -= camera_input_direction.x * delta
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camera_input_direction = Vector2.ZERO
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if not multiplayer.is_server():
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if multiplayer.get_unique_id() == player_id and client_prediction:
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predicted_position = position
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predicted_rotation = rotation_base.global_rotation
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if multiplayer.get_unique_id() != player_id or not client_prediction:
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if client_smoothing:
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position = lerp(position, server_position, client_smoothing_speed * delta)
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rotation_base.global_rotation.x = server_rotation.x
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rotation_base.global_rotation.y = lerp_angle(rotation_base.global_rotation.y, server_rotation.y, client_smoothing_rotation_speed * delta)
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rotation_base.global_rotation.z = server_rotation.z
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else:
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position = server_position
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rotation_base.global_rotation = server_rotation
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#
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if multiplayer.is_server():
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server_position = position
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server_rotation = rotation_base.global_rotation
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func _on_sync_delta_synchronized() -> void:
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if client_prediction and server_position.distance_to(predicted_position) > client_prediction_tolerance:
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print("%v VS %v" % [server_position, predicted_position])
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position = server_position
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func apply_input_velocity(delta: float, input_direction: Vector2, speed: float, acceleration: float) -> void:
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var target_velocity = Vector3(input_direction.x * speed, velocity.y, input_direction.y * speed)
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velocity = velocity.move_toward(target_velocity, acceleration * delta) + Main.gravity_velocity
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move_and_slide()
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if input_direction.length() >= 0.1:
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last_direction = Vector3(input_direction.x, 0, input_direction.y)
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var target_angle := Vector3.FORWARD.signed_angle_to(last_direction, Vector3.UP)
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rotation_base.global_rotation.y = lerp_angle(rotation_base.rotation.y, target_angle, rotation_speed * delta)
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