mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-10 08:42:11 +01:00
Mob and NetworkedPlayer now also uses the body script and fixed a nullreference error. Also updated HEADS to get a fix for Voxelman.
This commit is contained in:
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2
HEADS
2
HEADS
@ -1 +1 @@
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{"engine": {"3.2": "ed27b7e6b973eb6be6fdac4439e99a1907b9cb58", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "97f10512f8832394389e1109154b8af34a2ef2c6"}, "entity_spell_system": {"master": "677f138a462b248d45b679a66d0b4cd3ed886ef8"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "voxelman": {"master": "af0c4d6586fa4dd7364280df6c4a0a768d9436da"}, "texture_packer": {"master": "b29b499adf570aa7f85af69ef080ff0d5e04afae"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "mesh_data_resource": {"master": "4ee946963a16bbfdb4dbb5df52134d22aa168041"}, "procedural_animations": {"master": "9ae56c17230ba9c6160777650b2b89eecdc8df9e"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "f6d3d65cc6ce4dddfc68054164feec1f612ecd1f"}, "props": {"master": "b2bcb5ea6469b19298cd849c1232ddb5ad26f71c"}}
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{"engine": {"3.2": "ed27b7e6b973eb6be6fdac4439e99a1907b9cb58", "master": "8c73e813134001e575b6f59e3b0100471c007410"}, "world_generator": {"master": "97f10512f8832394389e1109154b8af34a2ef2c6"}, "entity_spell_system": {"master": "677f138a462b248d45b679a66d0b4cd3ed886ef8"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "voxelman": {"master": "233dde39defd6608913da5434d8ef2cbff3bfd42"}, "texture_packer": {"master": "b29b499adf570aa7f85af69ef080ff0d5e04afae"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "mesh_data_resource": {"master": "4ee946963a16bbfdb4dbb5df52134d22aa168041"}, "procedural_animations": {"master": "9ae56c17230ba9c6160777650b2b89eecdc8df9e"}, "ess_data": {"master": "3bd637fdd3304b64a18287a49a6b7387acf2f5de"}, "fast_quadratic_mesh_simplifier": {"master": "f6d3d65cc6ce4dddfc68054164feec1f612ecd1f"}, "props": {"master": "b2bcb5ea6469b19298cd849c1232ddb5ad26f71c"}}
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@ -23,6 +23,11 @@
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extends KinematicBody
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export(float) var max_visible_distance : float = 120 setget set_max_visible_distance
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var max_visible_distance_squared : float = max_visible_distance * max_visible_distance
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export(float) var MOUSE_SENSITIVITY : float = 0.05
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export(String) var world_path : String = "../.."
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export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
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@ -36,7 +41,8 @@ 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 = false
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var _on : bool = true
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var _controlled : bool = false
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var y_rot : float = 0.0
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@ -51,6 +57,7 @@ var mouse_right_down : bool = false
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var touchpad_dir : Vector2 = Vector2()
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var mouse_down_delta : Vector2 = Vector2()
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var queued_camera_rotaions : Vector2 = Vector2()
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var target_movement_direction : Vector2 = Vector2()
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var key_left : bool = false
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var key_right : bool = false
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@ -72,6 +79,10 @@ var animation_run : bool = false
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var moving : bool = false
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var casting_anim : bool = false
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var sleep : bool = false
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var dead : bool = false
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var death_timer : float = 0
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var last_mouse_over : Entity = null
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var world : VoxelWorld = null
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@ -81,8 +92,8 @@ var model_rotation_node : Spatial
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var character_skeleton : CharacterSkeleton3D
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func _ready() -> void:
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camera = $CameraPivot/Camera as Camera
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camera_pivot = $CameraPivot as Spatial
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camera = get_node_or_null("CameraPivot/Camera") as Camera
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camera_pivot = get_node_or_null("CameraPivot") as Spatial
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model_rotation_node = get_node(model_path)
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character_skeleton = get_node(character_skeleton_path)
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@ -91,16 +102,53 @@ func _ready() -> void:
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entity.connect("ccast_failed", self, "_con_cast_failed")
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entity.connect("ccast_finished", self, "_con_cast_finished")
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entity.connect("cspell_cast_success", self, "_con_spell_cast_success")
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entity.connect("sdied", self, "on_sdied")
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animation_tree = 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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animation_tree["parameters/run-loop/blend_position"] = Vector2(0, -1)
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func _enter_tree():
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world = get_node(world_path) as VoxelWorld
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set_process(true)
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set_physics_process(true)
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get_parent().connect("isc_controlled_changed", self, "on_c_controlled_changed")
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func _process(delta : float) -> void:
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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return
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var camera : Camera = get_tree().get_root().get_camera() as Camera
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if camera == null:
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return
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var cam_pos : Vector3 = camera.global_transform.xform(Vector3())
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var dstv : Vector3 = cam_pos - translation
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dstv.y = 0
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var dst : float = dstv.length_squared()
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if dst > max_visible_distance_squared:
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if visible:
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hide()
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return
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else:
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# var lod_level : int = int(dst / max_visible_distance_squared * 3.0)
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if dst < 400: #20^2
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entity.get_character_skeleton().set_lod_level(0)
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elif dst > 400 and dst < 900: #20^2, 30^2
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entity.get_character_skeleton().set_lod_level(1)
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else:
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entity.get_character_skeleton().set_lod_level(2)
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if not visible:
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show()
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func _physics_process(delta : float) -> void:
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@ -109,9 +157,22 @@ func _physics_process(delta : float) -> void:
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if world.initial_generation:
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return
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process_input(delta)
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process_movement(delta)
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if entity.sentity_data == null:
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return
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if dead:
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return
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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process_input(delta)
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process_movement_player(delta)
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else:
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if world != null:
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if not world.is_position_walkable(transform.origin):
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return
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process_movement_mob(delta)
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func process_input(delta: float) -> void:
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var key_dir : Vector2 = Vector2()
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@ -161,7 +222,7 @@ func process_input(delta: float) -> void:
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rotate_delta(camera_pivot.get_y_rot())
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camera_pivot.set_y_rot(0.0)
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func process_movement(delta : float) -> void:
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func process_movement_player(delta : float) -> void:
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var state : int = entity.getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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@ -209,6 +270,89 @@ func process_movement(delta : float) -> void:
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rpc_id(1, "sset_position", translation, rotation)
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else:
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sset_position(translation, rotation)
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func process_movement_mob(delta : float) -> void:
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if entity.starget != null:
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look_at(entity.starget.get_body().translation, Vector3(0, 1, 0))
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var state : int = entity.getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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moving = false
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return
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if target_movement_direction.length_squared() > 0.1:
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if anim_node_state_machine != null and not animation_run:
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anim_node_state_machine.travel("run-loop")
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animation_run = true
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target_movement_direction = target_movement_direction.normalized()
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moving = true
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else:
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if anim_node_state_machine != null and animation_run:
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anim_node_state_machine.travel("idle-loop")
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animation_run = false
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moving = false
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if target_movement_direction.x > 0.1 or target_movement_direction.y > 0.1 or target_movement_direction.x < -0.1 or target_movement_direction.y < -0.1:
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y_rot = Vector2(0, 1).angle_to(target_movement_direction)
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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)) * -target_movement_direction.x
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forward *= target_movement_direction.y #only potentially make it zero after getting the right vector
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dir = forward
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dir += right
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if dir.length_squared() > 0.1:
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dir = dir.normalized()
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moving = true
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else:
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dir = Vector3()
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moving = false
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if not moving and sleep:
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return
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if moving and sleep:
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sleep = false
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vel.y += delta * GRAVITY
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var hvel : Vector3 = vel
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hvel.y = 0
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var target : Vector3 = dir
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target *= entity.get_speed().ccurrent
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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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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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var facing : Vector3 = vel
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facing.y = 0
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vel = move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
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sset_position(translation, rotation)
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if vel.length_squared() < 0.12:
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sleep = true
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if translation.y < -50.0:
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print("killed mob with fall damage")
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var sdi : SpellDamageInfo = SpellDamageInfo.new()
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sdi.damage_source_type = SpellDamageInfo.DAMAGE_SOURCE_UNKNOWN
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sdi.damage = 999999999
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entity.stake_damage(sdi)
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func _input(event: InputEvent) -> void:
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@ -319,6 +463,7 @@ func rotate_delta(x_delta : float) -> void:
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rotation_degrees = Vector3(0.0, y_rot, 0.0)
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func target(position : Vector2):
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var from = camera.project_ray_origin(position)
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var to = from + camera.project_ray_normal(position) * ray_length
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@ -379,21 +524,16 @@ func queue_camera_rotation(rot : Vector2) -> void:
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queued_camera_rotaions += 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()) + "psset")
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if multiplayer.network_peer and multiplayer.is_network_server():
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entity.vrpc("cset_position", position, rotation)
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cset_position(position, rotation)
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if _controlled:
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cset_position(position, 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()) + " pcset")
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translation = position
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rotation = rotation
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#func _setup():
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# setup_actionbars()
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func _con_cast_started(info):
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if anim_node_state_machine != null and not casting_anim:
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@ -428,7 +568,29 @@ func _con_spell_cast_success(info):
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func on_c_controlled_changed(val):
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#create camera and pivot if true
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_on = val
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_controlled = val
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set_physics_process(val)
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# set_physics_process(val)
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set_process_input(val)
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set_process_unhandled_input(val)
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func on_sdied(entity):
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if dead:
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return
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dead = true
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anim_node_state_machine.travel("dead")
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set_physics_process(false)
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remote func set_position(position : Vector3, rotation : Vector3) -> void:
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if get_tree().is_network_server():
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rpc("set_position", position, rotation)
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func set_max_visible_distance(var value : float) -> void:
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max_visible_distance_squared = value * value
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max_visible_distance = value
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@ -23,53 +23,15 @@ extends Entity
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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#export (String) var map_path : String
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export(float) var max_visible_distance : float = 120 setget set_max_visible_distance
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var max_visible_distance_squared : float = max_visible_distance * max_visible_distance
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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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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 target_movement_direction : Vector2 = Vector2()
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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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var moving : bool = false
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var sleep : bool = false
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var dead : bool = false
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var death_timer : float = 0
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var _world : VoxelWorld = null
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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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animation_tree["parameters/run-loop/blend_position"] = Vector2(0, -1)
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ai_state = EntityEnums.AI_STATE_PATROL
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func _enter_tree():
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_world = get_node("..") as VoxelWorld
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set_process(true)
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set_physics_process(true)
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func _process(delta : float) -> void:
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if dead:
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death_timer += delta
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@ -78,142 +40,6 @@ func _process(delta : float) -> void:
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queue_free()
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return
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var camera : Camera = get_tree().get_root().get_camera() as Camera
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if camera == null:
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return
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var cam_pos : Vector3 = camera.global_transform.xform(Vector3())
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var dstv : Vector3 = cam_pos - get_body().translation
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dstv.y = 0
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var dst : float = dstv.length_squared()
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if dst > max_visible_distance_squared:
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if get_body().visible:
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get_body().hide()
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return
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else:
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# var lod_level : int = int(dst / max_visible_distance_squared * 3.0)
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if dst < 400: #20^2
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get_character_skeleton().set_lod_level(0)
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elif dst > 400 and dst < 900: #20^2, 30^2
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get_character_skeleton().set_lod_level(1)
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else:
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get_character_skeleton().set_lod_level(2)
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if not get_body().visible:
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get_body().show()
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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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if sentity_data == null:
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return
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if dead:
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return
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if _world != null:
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if not _world.is_position_walkable(get_body().transform.origin):
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return
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process_movement(delta)
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func process_movement(delta : float) -> void:
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if starget != null:
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get_body().look_at(starget.get_body().translation, Vector3(0, 1, 0))
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var state : int = getc_state()
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if state & EntityEnums.ENTITY_STATE_TYPE_FLAG_ROOT != 0 or state & EntityEnums.ENTITY_STATE_TYPE_FLAG_STUN != 0:
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moving = false
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return
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if target_movement_direction.length_squared() > 0.1:
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if anim_node_state_machine != null and not animation_run:
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anim_node_state_machine.travel("run-loop")
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animation_run = true
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target_movement_direction = target_movement_direction.normalized()
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moving = true
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else:
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if anim_node_state_machine != null and animation_run:
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anim_node_state_machine.travel("idle-loop")
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animation_run = false
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moving = false
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if target_movement_direction.x > 0.1 or target_movement_direction.y > 0.1 or target_movement_direction.x < -0.1 or target_movement_direction.y < -0.1:
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y_rot = Vector2(0, 1).angle_to(target_movement_direction)
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|
||||
var forward : Vector3 = Vector3(0, 0, 1).rotated(Vector3(0, 1, 0), deg2rad(y_rot))
|
||||
var right : Vector3 = forward.cross(Vector3(0, 1, 0)) * -target_movement_direction.x
|
||||
forward *= target_movement_direction.y #only potentially make it zero after getting the right vector
|
||||
|
||||
dir = forward
|
||||
dir += right
|
||||
|
||||
if dir.length_squared() > 0.1:
|
||||
dir = dir.normalized()
|
||||
|
||||
moving = true
|
||||
else:
|
||||
dir = Vector3()
|
||||
moving = false
|
||||
|
||||
if not moving and sleep:
|
||||
return
|
||||
|
||||
if moving and sleep:
|
||||
sleep = false
|
||||
|
||||
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
|
||||
|
||||
var facing : Vector3 = vel
|
||||
facing.y = 0
|
||||
|
||||
vel = get_body().move_and_slide(vel, Vector3(0,1,0), false, 4, deg2rad(MAX_SLOPE_ANGLE))
|
||||
sset_position(get_body().translation, get_body().rotation)
|
||||
|
||||
if vel.length_squared() < 0.12:
|
||||
sleep = true
|
||||
|
||||
if get_body().translation.y < -50.0:
|
||||
print("killed mob with fall damage")
|
||||
var sdi : SpellDamageInfo = SpellDamageInfo.new()
|
||||
sdi.damage_source_type = SpellDamageInfo.DAMAGE_SOURCE_UNKNOWN
|
||||
sdi.damage = 999999999
|
||||
stake_damage(sdi)
|
||||
|
||||
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
|
||||
|
||||
get_body().rotation_degrees = Vector3(0.0, y_rot, 0.0)
|
||||
|
||||
func sstart_attack(entity : Entity) -> void:
|
||||
ai_state = EntityEnums.AI_STATE_ATTACK
|
||||
@ -259,15 +85,10 @@ func _son_death():
|
||||
|
||||
sentity_interaction_type = EntityEnums.ENITIY_INTERACTION_TYPE_LOOT
|
||||
ai_state = EntityEnums.AI_STATE_OFF
|
||||
|
||||
|
||||
anim_node_state_machine.travel("dead")
|
||||
|
||||
# set_process(false)
|
||||
set_physics_process(false)
|
||||
|
||||
remote func set_position(position : Vector3, rotation : Vector3) -> void:
|
||||
if get_tree().is_network_server():
|
||||
rpc("set_position", position, rotation)
|
||||
func set_position(position : Vector3, rotation : Vector3) -> void:
|
||||
get_body().set_position(position, rotation)
|
||||
|
||||
func _son_damage_dealt(data):
|
||||
if ai_state != EntityEnums.AI_STATE_ATTACK and data.dealer != self:
|
||||
@ -279,19 +100,7 @@ func _con_damage_dealt(info : SpellDamageInfo) -> void:
|
||||
|
||||
func _con_heal_dealt(info : SpellHealInfo) -> void:
|
||||
WorldNumbers.heal(get_body().translation, 1.6, info.heal, info.crit)
|
||||
|
||||
func _moved() -> void:
|
||||
if sis_casting():
|
||||
sfail_cast()
|
||||
|
||||
func set_max_visible_distance(var value : float) -> void:
|
||||
max_visible_distance_squared = value * value
|
||||
|
||||
max_visible_distance = value
|
||||
|
||||
#func _setup():
|
||||
# sentity_name = sentity_data.text_name
|
||||
|
||||
func _son_xp_gained(value : int) -> void:
|
||||
if not ESS.get_resource_db().get_xp_data().can_character_level_up(gets_character_level()):
|
||||
return
|
||||
@ -347,12 +156,3 @@ func refresh_spells(value: int):
|
||||
break
|
||||
|
||||
|
||||
func sset_position(position : Vector3, rotation : Vector3) -> void:
|
||||
if multiplayer.network_peer and multiplayer.is_network_server():
|
||||
# cset_position(position, rotation)
|
||||
vrpc("cset_position", position, rotation)
|
||||
|
||||
remote func cset_position(position : Vector3, rotation : Vector3) -> void:
|
||||
get_body().translation = position
|
||||
get_body().rotation = rotation
|
||||
|
||||
|
@ -1,8 +1,9 @@
|
||||
[gd_scene load_steps=6 format=2]
|
||||
[gd_scene load_steps=7 format=2]
|
||||
|
||||
[ext_resource path="res://data/models/armature_model_orig_v2.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://player/Mob.gd" type="Script" id=2]
|
||||
[ext_resource path="res://ui/nameplates/NamePlate.tscn" type="PackedScene" id=3]
|
||||
[ext_resource path="res://player/Body.gd" type="Script" id=4]
|
||||
|
||||
[sub_resource type="CapsuleShape" id=1]
|
||||
radius = 0.266582
|
||||
@ -17,12 +18,12 @@ extents = Vector3( 0.216228, 0.0681041, 0.183397 )
|
||||
body_path = NodePath("Body")
|
||||
character_skeleton_path = NodePath("Body/Rotation_Helper/Model/character")
|
||||
script = ExtResource( 2 )
|
||||
max_visible_distance = 100.0
|
||||
|
||||
[node name="NamePlate" parent="." instance=ExtResource( 3 )]
|
||||
max_distance = 50.0
|
||||
|
||||
[node name="Body" type="KinematicBody" parent="."]
|
||||
script = ExtResource( 4 )
|
||||
|
||||
[node name="Body_CollisionShape" type="CollisionShape" parent="Body"]
|
||||
transform = Transform( 1, 0, 0, 0, -1.62921e-07, -1, 0, 1, -1.62921e-07, 0, 0.73, 0 )
|
||||
@ -38,3 +39,5 @@ transform = Transform( -1, 0, -3.25841e-07, 0, 1, 0, 3.25841e-07, 0, -1, 0, 0, 0
|
||||
[node name="Model" type="Spatial" parent="Body/Rotation_Helper"]
|
||||
|
||||
[node name="character" parent="Body/Rotation_Helper/Model" instance=ExtResource( 1 )]
|
||||
refresh_in_editor = false
|
||||
use_lod = true
|
||||
|
@ -24,46 +24,3 @@ class_name NetworkedPlayerGD
|
||||
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
# SOFTWARE.
|
||||
|
||||
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 y_rot : float = 0.0
|
||||
|
||||
var animation_tree : AnimationTree
|
||||
var anim_node_state_machine : AnimationNodeStateMachinePlayback = null
|
||||
|
||||
func _ready() -> void:
|
||||
animation_tree = get_character_skeleton().get_animation_tree()
|
||||
|
||||
if animation_tree != null:
|
||||
anim_node_state_machine = animation_tree["parameters/playback"]
|
||||
|
||||
|
||||
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
|
||||
|
||||
get_body().rotation_degrees = Vector3(0.0, y_rot, 0.0)
|
||||
|
||||
remote func sset_position(position : Vector3, rotation : Vector3) -> void:
|
||||
if multiplayer.network_peer and multiplayer.is_network_server():
|
||||
cset_position(position, rotation)
|
||||
vrpc("cset_position", position, rotation)
|
||||
|
||||
remote func cset_position(position : Vector3, rotation : Vector3) -> void:
|
||||
get_body().translation = position
|
||||
get_body().rotation = rotation
|
||||
|
||||
func _moved() -> void:
|
||||
if sis_casting():
|
||||
sfail_cast()
|
||||
|
||||
|
@ -1,8 +1,9 @@
|
||||
[gd_scene load_steps=6 format=2]
|
||||
[gd_scene load_steps=7 format=2]
|
||||
|
||||
[ext_resource path="res://player/NetworkedPlayer.gd" type="Script" id=1]
|
||||
[ext_resource path="res://data/models/armature_model_orig_v2.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://ui/nameplates/NamePlate.tscn" type="PackedScene" id=3]
|
||||
[ext_resource path="res://player/Body.gd" type="Script" id=4]
|
||||
|
||||
[sub_resource type="CapsuleShape" id=1]
|
||||
radius = 0.266582
|
||||
@ -17,6 +18,7 @@ character_skeleton_path = NodePath("Body/Rotation_Helper/Model/character")
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Body" type="KinematicBody" parent="."]
|
||||
script = ExtResource( 4 )
|
||||
|
||||
[node name="Body_CollisionShape" type="CollisionShape" parent="Body"]
|
||||
transform = Transform( 1, 0, 0, 0, -1.62921e-07, -1, 0, 1, -1.62921e-07, 0, 0.8, 0 )
|
||||
|
@ -76,7 +76,7 @@ func attack(delta):
|
||||
|
||||
if target == null:
|
||||
owner.ai_state = EntityEnums.AI_STATE_REGENERATE
|
||||
owner.target_movement_direction = Vector2()
|
||||
owner.get_body().target_movement_direction = Vector2()
|
||||
return
|
||||
|
||||
var cast : bool = false
|
||||
@ -116,16 +116,16 @@ func attack(delta):
|
||||
break
|
||||
|
||||
if owner.sis_casting():
|
||||
owner.target_movement_direction = Vector2()
|
||||
owner.get_body().target_movement_direction = Vector2()
|
||||
return
|
||||
|
||||
owner.target_movement_direction = Vector2()
|
||||
owner.get_body().target_movement_direction = Vector2()
|
||||
|
||||
var dir : Vector3 = target.get_body().translation - owner.get_body().translation
|
||||
var l = dir.length()
|
||||
|
||||
if l > 2.5:
|
||||
owner.target_movement_direction = Vector2(dir.x, dir.z)
|
||||
owner.get_body().target_movement_direction = Vector2(dir.x, dir.z)
|
||||
|
||||
func sort_spells_by_rank(a, b):
|
||||
if a == null or b == null:
|
||||
|
@ -62,8 +62,9 @@ func on_visibility_changed():
|
||||
if visible:
|
||||
refresh()
|
||||
else:
|
||||
target_bag.disconnect("item_removed", self, "on_item_removed")
|
||||
target_bag = null
|
||||
if target_bag != null:
|
||||
target_bag.disconnect("item_removed", self, "on_item_removed")
|
||||
target_bag = null
|
||||
|
||||
func on_item_removed(bag: Bag, item: ItemInstance, slot_id: int) -> void:
|
||||
refresh()
|
||||
|
Loading…
Reference in New Issue
Block a user