broken_seals/game/player/NetworkedPlayer.gd

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extends "PlayerGDBase.gd"
class_name NetworkedPlayerGD
# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019 Péter Magyar
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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#export (float) var MOUSE_SENSITIVITY : float = 0.05
#export (String) var map_path : String
const ray_length = 1000
const ACCEL : float = 100.0
const DEACCEL : float = 100.0
const GRAVITY : float = -24.8
const JUMP_SPEED : float = 3.8
const MAX_SLOPE_ANGLE : float = 40.0
const MOUSE_TARGET_MAX_OFFSET : int = 10
#var _on : bool = true
var y_rot : float = 0.0
#var vel : Vector3 = Vector3()
#var dir : Vector3 = Vector3()
var animation_tree : AnimationTree
var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
#var animation_run : bool = false
func _ready() -> void:
animation_tree = get_character_skeleton().get_animation_tree()
if animation_tree != null:
anim_node_state_machine = animation_tree["parameters/playback"]
#func _physics_process(delta : float) -> void:
# if not _on:
# return
#
#process_movement(delta)
#func process_movement(delta : float) -> void:
# if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
# var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
# var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
# forward *= input_dir.y #only potentially make it zero after getting the right vector
#
# dir = forward
# dir += right
#
# if dir.length_squared() > 0.1:
# dir = dir.normalized()
# else:
# dir = Vector3()
#
# vel.y += delta * GRAVITY
#
# var hvel : Vector3 = vel
# hvel.y = 0
#
# var target : Vector3 = dir
# target *= get_speed().ccurrent
#
# var accel
# if dir.dot(hvel) > 0:
# accel = ACCEL
# else:
# accel = DEACCEL
#
# hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
# vel.x = hvel.x
# vel.z = hvel.z
# vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
func rotate_delta(x_delta : float) -> void:
y_rot += x_delta
if y_rot > 360:
y_rot = 0
if y_rot < 0:
y_rot = 360
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get_body().rotation_degrees = Vector3(0.0, y_rot, 0.0)
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#remote func set_position(position : Vector3, rot : Vector3) -> void:
# translation = position
# rotation = rot
remote func sset_position(position : Vector3, rotation : Vector3) -> void:
# if get_network_master() != 1:
# print(str(get_network_master()) + "npsset")
if multiplayer.network_peer and multiplayer.is_network_server():
cset_position(position, rotation)
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vrpc("cset_position", position, rotation)
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remote func cset_position(position : Vector3, rotation : Vector3) -> void:
# if get_network_master() != 1:
# print(str(get_network_master()) + "npcset")
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get_body().translation = position
get_body().rotation = rotation
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func _moved() -> void:
if sis_casting():
sfail_cast()