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instructions-clear/scripts/runner.gd
T

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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 Tweening")
@export var client_smoothing := false
@export var client_smoothing_speed := 10.0
@export var client_smoothing_rotation_speed := 25.0
@onready var _camera_pivot: Node3D = %CameraPivot
@onready var _camera_platform: Node3D = %CameraPlatform
@onready var _camera: Node3D = %Camera
@onready var skin: Node3D = %Skin
var camera_input_direction := Vector2.ZERO
var last_direction := Vector3.FORWARD
@export_group("Server variables")
@export var server_position := Vector3.ZERO
@export var server_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:
_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 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
if multiplayer.is_server():
server_position = position
server_rotation = skin.global_rotation
#print("Velocity: %s" % velocity)