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 #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 rotation_degrees = Vector3(0.0, y_rot, 0.0) #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) vrpc("cset_position", translation, rotation) remote func cset_position(position : Vector3, rotation : Vector3) -> void: # if get_network_master() != 1: # print(str(get_network_master()) + "npcset") translation = position rotation = rotation func _moved() -> void: if sis_casting(): sfail_cast()