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