mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
110 lines
2.8 KiB
GDScript3
110 lines
2.8 KiB
GDScript3
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extends "PlayerGDBase.gd"
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class_name NetworkedPlayerGD
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# This Source Code Form is subject to the terms of the Mozilla Public
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# License, v. 2.0. If a copy of the MPL was not distributed with this
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# file, You can obtain one at https://mozilla.org/MPL/2.0/.
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#export (float) var MOUSE_SENSITIVITY : float = 0.05
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#export (String) var map_path : String
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const ray_length = 1000
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const ACCEL : float = 100.0
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const DEACCEL : float = 100.0
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const GRAVITY : float = -24.8
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const JUMP_SPEED : float = 3.8
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const MAX_SLOPE_ANGLE : float = 40.0
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const MOUSE_TARGET_MAX_OFFSET : int = 10
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#var _on : bool = true
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var y_rot : float = 0.0
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#var vel : Vector3 = Vector3()
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#var dir : Vector3 = Vector3()
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var animation_tree : AnimationTree
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var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
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#var animation_run : bool = false
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func _ready() -> void:
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animation_tree = get_character_skeleton().get_animation_tree()
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if animation_tree != null:
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anim_node_state_machine = animation_tree["parameters/playback"]
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#func _physics_process(delta : float) -> void:
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# if not _on:
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# return
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#
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#process_movement(delta)
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#func process_movement(delta : float) -> void:
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# if input_dir.x > 0.1 or input_dir.y > 0.1 or input_dir.x < -0.1 or input_dir.y < -0.1:
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# var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
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# var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -input_dir.x
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# forward *= input_dir.y #only potentially make it zero after getting the right vector
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#
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# dir = forward
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# dir += right
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#
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# if dir.length_squared() > 0.1:
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# dir = dir.normalized()
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# else:
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# dir = Vector3()
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#
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# vel.y += delta * GRAVITY
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#
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# var hvel : Vector3 = vel
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# hvel.y = 0
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#
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# var target : Vector3 = dir
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# target *= get_speed().ccurrent
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#
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# var accel
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# if dir.dot(hvel) > 0:
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# accel = ACCEL
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# else:
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# accel = DEACCEL
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#
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# hvel = hvel.linear_interpolate(target, accel * delta) as Vector3
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# vel.x = hvel.x
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# vel.z = hvel.z
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# vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
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func rotate_delta(x_delta : float) -> void:
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y_rot += x_delta
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if y_rot > 360:
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y_rot = 0
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if y_rot < 0:
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y_rot = 360
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rotation_degrees = Vector3(0.0, y_rot, 0.0)
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#remote func set_position(position : Vector3, rot : Vector3) -> void:
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# translation = position
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# rotation = rot
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remote func sset_position(position : Vector3, rotation : Vector3) -> void:
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# if get_network_master() != 1:
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# print(str(get_network_master()) + "npsset")
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if multiplayer.network_peer and multiplayer.is_network_server():
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cset_position(position, rotation)
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vrpc("cset_position", translation, rotation)
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remote func cset_position(position : Vector3, rotation : Vector3) -> void:
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# if get_network_master() != 1:
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# print(str(get_network_master()) + "npcset")
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translation = position
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rotation = rotation
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func _moved() -> void:
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if sis_casting():
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sfail_cast()
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