mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
121 lines
3.7 KiB
GDScript
121 lines
3.7 KiB
GDScript
extends "res://player/PlayerGDBase.gd"
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class_name NetworkedPlayerGD
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# 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 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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#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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#
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##var _on : bool = true
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#
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#var y_rot : float = 0.0
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#
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##var vel : Vector3 = Vector3()
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##var dir : Vector3 = Vector3()
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#
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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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#
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#func _ready() -> void:
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# animation_tree = character_skeleton_get().get_animation_tree()
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#
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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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#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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#
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#remote func sset_position(pposition : Vector2, protation : float) -> void:
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#
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## if get_network_master() != 1:
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## print(str(get_network_master()) + "npsset")
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#
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# if multiplayer.network_peer and multiplayer.is_network_server():
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# cset_position(pposition, protation)
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# vrpc("cset_position", pposition, protation)
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#
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#remote func cset_position(pposition : Vector2, protation : float) -> void:
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## if get_network_master() != 1:
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## print(str(get_network_master()) + "npcset")
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#
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# get_body().position = pposition
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# get_body().rotation = protation
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#
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#func _moved() -> void:
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#
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# if sis_casting():
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# sfail_cast()
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#
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