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 # 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. #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)) #remote func set_position(position : Vector3, rot : Vector3) -> void: # translation = position # rotation = rot remote func sset_position(pposition : Vector2, protation : float) -> void: # if get_network_master() != 1: # print(str(get_network_master()) + "npsset") if multiplayer.network_peer and multiplayer.is_network_server(): cset_position(pposition, protation) vrpc("cset_position", pposition, protation) remote func cset_position(pposition : Vector2, protation : float) -> void: # if get_network_master() != 1: # print(str(get_network_master()) + "npcset") get_body().position = pposition get_body().rotation = protation func _moved() -> void: if sis_casting(): sfail_cast()