pandemonium_demo_projects/networking/network_synchronizer/Character.gd

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extends KinematicBody
# ----------------------------------------------------------------------------------------- Settings
const MOVE_SPEED: int = 10
const MOTION_INTERPOLATE_SPEED: int = 20
const VELOCITY_INTERPOLATE_SPEED: int = 2
const GRAVITY: int = 10
const JUMP_IMPULSE: float = 6.0
# --------------------------------------------------------------------------------------------- Vars
onready var avatar_container: Spatial = $AvatarContainer
onready var _mesh: MeshInstance = $AvatarContainer/Mesh
var linear_velocity := Vector3()
onready var camera: Camera = $Camera
var on_floor: bool = false
# ---------------------------------------------------------------------------------------------- API
func set_color(color):
var mat = _mesh.get_surface_material(0)
if mat == null:
mat = SpatialMaterial.new()
else:
mat = mat.duplicate()
mat.set_albedo(Color(color))
_mesh.set_surface_material(0, mat)
func update_safe_body_transform():
$KinematicBody.transform = transform
# ------------------------------------------------------------------------------------ Notifications
func _ready():
## Avoid colliding with parent
$KinematicBody.add_collision_exception_with(self)
if "player_0" == name:
$KinematicBody.collision_layer = 0
$KinematicBody.collision_mask = 0
$AvatarContainer.physics_interpolation_mode = PHYSICS_INTERPOLATION_MODE_ON
# ------------------------------------------------------------------------------ Processing internal
## Computes one motion step.
func step_body(delta: float, input_direction: Vector3, is_jumping: bool):
_set_player_orientation(input_direction)
var motion: Vector3 = input_direction * MOVE_SPEED
var new_velocity: Vector3
if on_floor and linear_velocity.length() < MOVE_SPEED:
new_velocity = linear_velocity.linear_interpolate(motion, MOTION_INTERPOLATE_SPEED * delta)
if is_jumping:
new_velocity.y = new_velocity.y + JUMP_IMPULSE
else:
new_velocity = linear_velocity.linear_interpolate(motion, VELOCITY_INTERPOLATE_SPEED * delta)
new_velocity.y = new_velocity.y - GRAVITY * delta
if new_velocity.length() > 0.01:
linear_velocity = move_and_slide(new_velocity, Vector3(0, 1, 0))
on_floor = is_on_floor()
func _set_player_orientation(input_direction):
if input_direction.length_squared() < 0.01:
return
avatar_container.transform = avatar_container.transform.looking_at(input_direction, Vector3(0, 1, 0))