class_name Player extends CharacterBody3D const MOVE_SPEED: float = 5 const RUN_SPEED: float = 10 const CROUCH_SPEED: float = 1 const MOVE_ACCELERATION: float = 50 const MOVE_DECELERATION: float = 25 const JUMP_FORCE: float = 10 const FALL_SPEED: float = 20 const FALL_ACCELERATION: float = 25 const CAMERA_CROUCH_HEIGHT: float = 1 const CAMERA_HEIGHT_SPEED: float = 5 const CAMERA_RUN_EXTRA_FOV: float = 5 const CAMERA_FOV_SPEED: float = 50 @export var _respawn_height: float = -100 var _peer_id: int = 1 var _respawn_point: Vector3 var _default_camera_height: float var _crouch: bool = false var _run: bool = false @onready var _camera: Camera3D = $Camera3D @onready var _name_label: Label3D = $NameLabel func _enter_tree() -> void: _peer_id = str(name).to_int() print("Player ", Networker.player_name(_peer_id), " enter tree") set_multiplayer_authority(_peer_id) func _ready() -> void: Networker.player_registered.connect(_on_networker_player_registered) if not is_multiplayer_authority(): return _default_camera_height = _camera.position.y _respawn_point = global_position _camera.make_current() Referencer.player = self Referencer.camera = _camera print("Player ", Networker.player_name(_peer_id), " ready authority") func _exit_tree() -> void: print("Player ", Networker.player_name(_peer_id), " exit tree") if Networker.is_active() and not is_multiplayer_authority(): return Referencer.player = null Referencer.camera = null func _process(delta: float) -> void: if Networker.is_active() and not is_multiplayer_authority(): Debugger.vector( "look" + str(name), _camera.global_position, _camera.global_position - _camera.global_basis.z ) return _process_respawning() _process_controller_rotating(delta) _process_camera(delta) func _physics_process(delta: float) -> void: if not is_multiplayer_authority(): return _lateral_movement(delta) _vertical_movement(delta) _jumping() move_and_slide() func _unhandled_input(event: InputEvent) -> void: if not is_multiplayer_authority(): return if ( not Inputer.can_control_player() or Input.mouse_mode != Input.MOUSE_MODE_CAPTURED ): return if event is InputEventMouseMotion: _handle_mouse_rotating(event as InputEventMouseMotion) if event.is_action_pressed("crouch"): _crouch = true if event.is_action_released("crouch"): _crouch = false if event.is_action_pressed("run"): _run = true if event.is_action_released("run"): _run = false func set_info(player_info: Dictionary) -> void: _name_label.text = player_info["name"] func _process_respawning() -> void: if global_position.y < _respawn_height: global_position = _respawn_point velocity = Vector3.ZERO func _process_controller_rotating(delta: float) -> void: var controller_raw_input := ( Input . get_vector( "camera_left", "camera_right", "camera_up", "camera_down", ) ) var look_slow: float = 0.25 if Input.is_action_pressed("look_slow") else 1.0 rotate_y( ( -controller_raw_input.x * deg_to_rad(Settings.controller_sensitivity_horizontal) * look_slow * delta * (-1.0 if Settings.invert_controller_horizontal else 1.0) ) ) _camera.rotate_x( ( -controller_raw_input.y * deg_to_rad(Settings.controller_sensitivity_vertical) * look_slow * delta * (-1.0 if Settings.invert_controller_vertical else 1.0) ) ) _camera.rotation.x = clampf(_camera.rotation.x, PI / -2, PI / 2) func _process_camera(delta: float) -> void: var camera_height := _default_camera_height if _crouch: camera_height = CAMERA_CROUCH_HEIGHT _camera.position.y = move_toward( _camera.position.y, camera_height, CAMERA_HEIGHT_SPEED * delta ) var camera_fov := Settings.camera_fov if _run: camera_fov += CAMERA_RUN_EXTRA_FOV _camera.fov = move_toward(_camera.fov, camera_fov, CAMERA_FOV_SPEED * delta) func _lateral_movement(delta: float) -> void: var input_dir := Input.get_vector( "move_left", "move_right", "move_forward", "move_back" ) var has_input := input_dir.length() > 0 and Inputer.can_control_player() if has_input: var direction := ( (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() ) var speed := MOVE_SPEED Debugger.text("move_mode", "move", 2) if _crouch: speed = CROUCH_SPEED Debugger.text("move_mode", "crouch", 2) if _run: speed = RUN_SPEED Debugger.text("move_mode", "run", 2) var new_velocity := direction * speed new_velocity.y = velocity.y velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta) else: var new_velocity := Vector3.ZERO new_velocity.y = velocity.y velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta) func _vertical_movement(delta: float) -> void: if not is_on_floor(): var new_velocity := velocity new_velocity.y = -FALL_SPEED velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta) else: velocity.y = 0 func _jumping() -> void: if ( Inputer.can_control_player() and Input.is_action_just_pressed("jump") and is_on_floor() ): velocity.y = JUMP_FORCE func _handle_mouse_rotating(event: InputEventMouseMotion) -> void: var sensitivity := deg_to_rad(Settings.mouse_sensitivity) rotate_y( ( -event.screen_relative.x * sensitivity * (-1 if Settings.invert_mouse_horizontal else 1) ) ) _camera.rotate_x( ( -event.screen_relative.y * sensitivity * (-1 if Settings.invert_mouse_vertical else 1) ) ) _camera.rotation.x = clamp(_camera.rotation.x, -PI / 2, PI / 2) func _on_networker_player_registered(peer_id: int, player_info: Dictionary) -> void: if peer_id != _peer_id: return set_info(player_info)