-
Notifications
You must be signed in to change notification settings - Fork 1
/
player.gd
100 lines (83 loc) · 2.7 KB
/
player.gd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
extends CharacterBody3D
@export var is_host = true
@onready var camera = $Camera3D
@onready var anim_player = $AnimationPlayer
@onready var muzzle_flash = $Camera3D/Pistol/MuzzleFlash
@onready var raycast = $Camera3D/RayCast3D
@onready var mesh = $MeshInstance3D
var health = 3
const SPEED = 10.0
const JUMP_VELOCITY = 10.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = 20.0
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
func can_move():
return is_host and not is_multiplayer_authority();
func _ready():
if can_move():
camera.current = true
return
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _unhandled_input(event):
if can_move():
camera.current = true
return
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * 0.005)
camera.rotate_x(-event.relative.y * 0.005)
camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)
if Input.is_action_just_pressed("shoot") and anim_player.current_animation != "shoot":
play_shoot_effects.rpc()
if raycast.is_colliding():
var hit_player = raycast.get_collider()
hit_player.receive_damage.rpc_id(hit_player.get_multiplayer_authority())
func _physics_process(delta):
if can_move():
camera.current = true
return
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("yomp") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("left", "right", "up", "down")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if anim_player.current_animation == "shoot":
pass
elif input_dir != Vector2.ZERO and is_on_floor():
anim_player.play("move")
else:
anim_player.play("idle")
move_and_slide()
@rpc("call_local")
func play_shoot_effects():
anim_player.stop()
anim_player.play("shoot")
muzzle_flash.restart()
muzzle_flash.emitting = true
@rpc("any_peer")
func receive_damage():
health -= 1
var new_color = StandardMaterial3D.new()
if health == 2:
new_color.albedo_color = Color(1, 0, 1)
elif health == 1:
new_color.albedo_color = Color(1, 0, 0)
if health <= 0:
health = 3
new_color.albedo_color = Color(0, 1, 0)
position = Vector3.ZERO
mesh.set_surface_override_material(0, new_color)
func _on_animation_player_animation_finished(anim_name):
if anim_name == "shoot":
anim_player.play("idle")