mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
679 lines
19 KiB
GDScript
679 lines
19 KiB
GDScript
# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019-2020 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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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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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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export(NodePath) var character_skeleton_path : NodePath = "Rotation_Helper/Model/character"
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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 _controlled : bool = false
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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 input_dir : Vector2 = Vector2()
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var mouse_dir : Vector2 = Vector2()
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var mouse_move_dir : Vector2 = Vector2()
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var mouse_left_down : bool = false
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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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var key_up : bool = false
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var key_down : bool = false
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var cursor_grabbed : bool = false
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var last_cursor_pos : Vector2 = Vector2()
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var mouse_down_pos : Vector2 = Vector2()
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var total_down_mouse_delta : Vector2 = Vector2()
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var camera : Camera
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var camera_pivot : Spatial
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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 casting_anim : bool = false
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var sleep : bool = false
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var sleep_recheck_timer : float = 0
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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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var entity : Entity
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var model_rotation_node : Spatial
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var character_skeleton : CharacterSkeleton3D
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var visibility_update_timer : float = 0
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var placed : bool = false
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#var los : bool = false
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func _ready() -> void:
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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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entity = get_node("..")
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entity.set_character_skeleton(character_skeleton)
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entity.connect("notification_ccast", self, "on_notification_ccast")
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entity.connect("diesd", self, "on_diesd")
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entity.connect("isc_controlled_changed", self, "on_c_controlled_changed")
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owner = entity
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on_c_controlled_changed(entity.c_is_controlled)
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transform = entity.get_transform_3d(true)
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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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# set_process(false)
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# set_process_input(false)
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# set_process_unhandled_input(false)
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func _enter_tree():
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world = get_node(world_path) as VoxelWorld
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set_physics_process(true)
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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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visibility_update_timer += delta
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if visibility_update_timer < 1:
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return
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visibility_update_timer = 0
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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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if not _on:
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return
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if world.initial_generation:
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return
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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 not placed:
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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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var space : PhysicsDirectSpaceState = get_world().direct_space_state
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var res : Dictionary = space.intersect_ray(transform.origin + Vector3(0, 100, 0), transform.origin + Vector3(0, -100, 0), [ self ])
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if not res.empty():
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var pos : Vector3 = res["position"]
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transform.origin = pos + Vector3(0, 0.2, 0)
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placed = true
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return
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if entity.c_is_controlled:
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process_input(delta)
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process_movement_player(delta)
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else:
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# var camera : Camera = get_tree().get_root().get_camera() as Camera
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#
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# if camera != null:
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# var res = get_world().get_direct_space_state().intersect_ray(get_transform().origin, camera.transform.origin, [ self ], 1)
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#
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# if res:
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# los = true
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# else:
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# los = false
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if sleep:
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sleep_recheck_timer += delta
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if sleep_recheck_timer < 0.5:
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return
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sleep_recheck_timer = 0
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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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if key_up:
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key_dir.y -= 1
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if key_down:
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key_dir.y += 1
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if key_left:
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key_dir.x -= 1
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if key_right:
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key_dir.x += 1
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input_dir = key_dir + mouse_dir + touchpad_dir + mouse_move_dir
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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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input_dir = Vector2()
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return
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var input_length : float = input_dir.length_squared()
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if input_length > 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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input_dir = input_dir.normalized()
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animation_tree["parameters/run-loop/blend_position"] = input_dir
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if (input_dir.y < 0.1):
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model_rotation_node.transform.basis = Basis(Vector3(0, acos(input_dir.x) - PI / 2.0, 0))
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else:
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model_rotation_node.transform.basis = Basis()
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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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if queued_camera_rotaions.length_squared() > 1:
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camera_pivot.rotate_delta(queued_camera_rotaions.x * 2.0, queued_camera_rotaions.y)
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queued_camera_rotaions = Vector2()
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if input_length > 0.1:
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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_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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moving = false
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return
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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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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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entity.moved()
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else:
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dir = Vector3()
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moving = 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.getc_speed().current_value / 100.0 * 4.2
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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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vel = move_and_slide(vel, Vector3(0,1,0), true, 4, deg2rad(MAX_SLOPE_ANGLE))
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if multiplayer.has_network_peer():
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if not multiplayer.is_network_server():
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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.getc_speed().current_value / 100.0 * 4.2
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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 < -2000.0:
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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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if not cursor_grabbed:
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set_process_input(false)
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return
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if event is InputEventMouseMotion and event.device != -1:
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var s : float = ProjectSettings.get("display/mouse_cursor/sensitivity")
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var relx : float = event.relative.x * s
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var rely : float = event.relative.y * s
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mouse_down_delta.x += relx
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mouse_down_delta.y += rely
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total_down_mouse_delta.x += relx
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total_down_mouse_delta.y += rely
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get_tree().set_input_as_handled()
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if (mouse_right_down or mouse_left_down) and event.device != -1:
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if mouse_right_down:
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camera_pivot.rotate_delta(0.0, -event.relative.y)
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rotate_delta(-event.relative.x)
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else:
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camera_pivot.rotate_delta(-relx, -rely)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_type():
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if event.is_action("move_forward"):
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key_up = event.pressed
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get_tree().set_input_as_handled()
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return
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elif event.is_action("move_backward"):
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key_down = event.pressed
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get_tree().set_input_as_handled()
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return
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elif event.is_action("move_left"):
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key_left = event.pressed
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get_tree().set_input_as_handled()
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return
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elif event.is_action("move_right"):
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key_right = event.pressed
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get_tree().set_input_as_handled()
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return
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if event is InputEventMouseMotion and not (mouse_right_down or mouse_left_down) and event.device != -1:
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cmouseover(event)
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if event is InputEventMouseButton:
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if event.button_index == BUTTON_LEFT and event.device != -1:
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mouse_left_down = event.pressed
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if mouse_left_down:
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mouse_down_delta = Vector2()
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mouse_down_pos = event.position
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if event.button_index == BUTTON_RIGHT and event.device != -1:
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mouse_right_down = event.pressed
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if mouse_right_down:
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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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if mouse_left_down and mouse_right_down:
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mouse_move_dir.y = -1
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else:
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mouse_move_dir.y = 0
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if event.is_pressed() and event.device != -1:
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if event.button_index == BUTTON_WHEEL_UP:
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camera_pivot.camera_distance_set_delta(-0.2)
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if event.button_index == BUTTON_WHEEL_DOWN:
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camera_pivot.camera_distance_set_delta(0.2)
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if not event.pressed and event.button_index == BUTTON_LEFT and event.device != -1:
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if mouse_down_delta.length() < MOUSE_TARGET_MAX_OFFSET:
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target(event.position)
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if event is InputEventScreenTouch and event.pressed:
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target(event.position)
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update_cursor_mode()
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func update_cursor_mode():
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if mouse_left_down or mouse_right_down:
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if not cursor_grabbed:
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set_process_input(true)
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total_down_mouse_delta = Vector2()
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cursor_grabbed = true
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last_cursor_pos = get_viewport().get_mouse_position()
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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if cursor_grabbed:
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set_process_input(false)
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cursor_grabbed = false
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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get_viewport().warp_mouse(last_cursor_pos)
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if total_down_mouse_delta.length_squared() < 8:
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target(last_cursor_pos)
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func rotate_delta(x_delta : float) -> void:
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y_rot += x_delta
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while y_rot > 360:
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y_rot -= 360
|
|
|
|
while y_rot < 0:
|
|
y_rot += 360
|
|
|
|
rotation_degrees = Vector3(0.0, y_rot, 0.0)
|
|
|
|
|
|
func target(position : Vector2):
|
|
var from = camera.project_ray_origin(position)
|
|
var to = from + camera.project_ray_normal(position) * ray_length
|
|
|
|
var space_state = get_world().direct_space_state
|
|
var result = space_state.intersect_ray(from, to, [], collision_mask)
|
|
|
|
if result:
|
|
if result.collider and result.collider.owner is Entity:
|
|
var ent : Entity = result.collider.owner as Entity
|
|
|
|
entity.target_crequest_change(ent.get_path())
|
|
return
|
|
|
|
entity.target_crequest_change(NodePath())
|
|
else:
|
|
entity.target_crequest_change(NodePath())
|
|
|
|
func cmouseover(event):
|
|
var from = camera.project_ray_origin(event.position)
|
|
var to = from + camera.project_ray_normal(event.position) * ray_length
|
|
|
|
var space_state = get_world().direct_space_state
|
|
var result = space_state.intersect_ray(from, to, [], collision_mask)
|
|
|
|
if result:
|
|
if result.collider:# and result.collider.owner is Entity:
|
|
var mo : Entity = result.collider.owner as Entity
|
|
|
|
if mo == null:
|
|
return
|
|
|
|
if last_mouse_over != null and last_mouse_over != mo:
|
|
if is_instance_valid(last_mouse_over):
|
|
last_mouse_over.notification_cmouse_exit()
|
|
|
|
last_mouse_over = null
|
|
|
|
if last_mouse_over == null:
|
|
mo.notification_cmouse_enter()
|
|
last_mouse_over = mo
|
|
|
|
return
|
|
|
|
if last_mouse_over != null:
|
|
last_mouse_over.notification_cmouse_exit()
|
|
last_mouse_over = null
|
|
|
|
func analog_force_change(vector, touchpad):
|
|
if touchpad.padname == "TouchPad":
|
|
touchpad_dir = vector
|
|
touchpad_dir.y *= -1
|
|
elif touchpad.padname == "TargetPad":
|
|
#try to target
|
|
return
|
|
|
|
func queue_camera_rotation(rot : Vector2) -> void:
|
|
queued_camera_rotaions += rot
|
|
|
|
remote func sset_position(position : Vector3, rotation : Vector3) -> void:
|
|
if multiplayer.network_peer and multiplayer.is_network_server():
|
|
entity.vrpc("cset_position", position, rotation)
|
|
|
|
if _controlled:
|
|
cset_position(position, rotation)
|
|
|
|
remote func cset_position(position : Vector3, rotation : Vector3) -> void:
|
|
translation = position
|
|
rotation = rotation
|
|
|
|
|
|
func on_notification_ccast(what : int, info : SpellCastInfo) -> void:
|
|
if what == SpellEnums.NOTIFICATION_CAST_STARTED:
|
|
if anim_node_state_machine != null and not casting_anim:
|
|
anim_node_state_machine.travel("casting-loop")
|
|
casting_anim = true
|
|
animation_run = false
|
|
elif what == SpellEnums.NOTIFICATION_CAST_FAILED:
|
|
if anim_node_state_machine != null and casting_anim:
|
|
anim_node_state_machine.travel("idle-loop")
|
|
casting_anim = false
|
|
|
|
if animation_run:
|
|
anim_node_state_machine.travel("run-loop")
|
|
elif what == SpellEnums.NOTIFICATION_CAST_FINISHED:
|
|
if anim_node_state_machine != null:
|
|
anim_node_state_machine.travel("cast-end")
|
|
casting_anim = false
|
|
|
|
if animation_run:
|
|
anim_node_state_machine.travel("run-loop")
|
|
elif what == SpellEnums.NOTIFICATION_CAST_SUCCESS:
|
|
if anim_node_state_machine != null:
|
|
anim_node_state_machine.travel("cast-end")
|
|
casting_anim = false
|
|
|
|
if animation_run:
|
|
anim_node_state_machine.travel("run-loop")
|
|
|
|
|
|
func on_c_controlled_changed(val):
|
|
#create camera and pivot if true
|
|
_controlled = val
|
|
|
|
if val:
|
|
var cam_scene : PackedScene = ResourceLoader.load("res://player/camera/CameraPivot.tscn")
|
|
camera_pivot = cam_scene.instance() as Spatial
|
|
add_child(camera_pivot)
|
|
camera = camera_pivot.get_node("Camera") as Camera
|
|
|
|
var uiscn : PackedScene = ResourceLoader.load("res://ui/player_ui/player_ui.tscn")
|
|
var ui = uiscn.instance()
|
|
add_child(ui)
|
|
|
|
|
|
set_process_input(true)
|
|
set_process_unhandled_input(true)
|
|
else:
|
|
if camera_pivot:
|
|
camera_pivot.queue_free()
|
|
camera_pivot = null
|
|
camera = null
|
|
|
|
set_process_input(false)
|
|
set_process_unhandled_input(false)
|
|
var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
|
|
var nameplate = nameplatescn.instance()
|
|
add_child(nameplate)
|
|
|
|
|
|
|
|
func on_diesd(entity):
|
|
if dead:
|
|
return
|
|
|
|
dead = true
|
|
|
|
anim_node_state_machine.travel("dead")
|
|
|
|
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_max_visible_distance(var value : float) -> void:
|
|
max_visible_distance_squared = value * value
|
|
|
|
max_visible_distance = value
|
|
|
|
func teleport(teleport_to : Vector3):
|
|
world.spawn(teleport_to.x / world.chunk_size_x / world.voxel_scale, teleport_to.y/ world.chunk_size_y / world.voxel_scale, teleport_to.z/ world.chunk_size_z / world.voxel_scale)
|
|
transform.origin = teleport_to
|
|
placed = false
|