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87 lines
3 KiB
GDScript
87 lines
3 KiB
GDScript
extends Node
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class_name PlayerNetworkingComponent
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@export var character_movement_component : NodePath
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@onready var PlayerRef = get_node(character_movement_component)
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var sync_camera_h_transform : Transform3D
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var sync_camera_v_transform : Transform3D
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var sync_view_mode : Global.VIEW_MODE = Global.VIEW_MODE.THIRD_PERSON
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var sync_CameraHOffset : float
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var sync_position : Vector3:
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set(value):
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sync_position = value
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processed_position = false
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var sync_mesh_rotation : Vector3
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var sync_direction : Vector3
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var sync_input_is_moving : bool
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var sync_gait : Global.GAIT = Global.GAIT.WALKING
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var sync_rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.VELOCITY_DIRECTION
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var sync_stance : Global.STANCE = Global.STANCE.STANDING
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var sync_movement_state : Global.MOVEMENT_STATE = Global.MOVEMENT_STATE.GROUNDED
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var sync_movement_action : Global.MOVEMENT_ACTION = Global.MOVEMENT_ACTION.NONE
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var sync_velocity : Vector3
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var processed_position : bool
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@export var id:int = 0:
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get:
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return id
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set(value):
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id = value
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func _ready():
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#$MultiplayerSynchronizer.set_multiplayer_authority(str(get_parent().name).to_int())
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pass
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func set_id(value:int) -> void:
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id = value
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func is_local_authority() -> bool:
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if Multi.is_offline():
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return true
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else:
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return id == Multi.get_id()
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#return str(get_parent().name).to_int() == Multi.get_id()
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# if multiplayer.multiplayer_peer is OfflineMultiplayerPeer:
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# return true
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# else:
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# return str(get_parent().name).to_int() == multiplayer.get_unique_id()
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#sync player on clients
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func _physics_process(_delta):
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return
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# if !is_local_authority():
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# if not processed_position:
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# PlayerRef.character_node.position = sync_position
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# processed_position = true
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# PlayerRef.mesh_ref.rotation = sync_mesh_rotation
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# PlayerRef.input_direction = sync_direction
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# PlayerRef.gait = sync_gait
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# PlayerRef.stance = sync_stance
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# PlayerRef.rotation_mode = sync_rotation_mode
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# PlayerRef.camera_root.VObject.transform = sync_camera_v_transform
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# PlayerRef.camera_root.HObject.transform = sync_camera_h_transform
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# PlayerRef.camera_root.view_mode = sync_CameraHOffset
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# PlayerRef.camera_root.CameraHOffset = sync_CameraHOffset
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# PlayerRef.movement_state = sync_movement_state
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# PlayerRef.movement_action = sync_movement_action
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## PlayerRef.velocity = sync_velocity
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# PlayerRef.input_is_moving = sync_input_is_moving
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# return
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# sync_position = PlayerRef.character_node.position
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# sync_mesh_rotation = PlayerRef.mesh_ref.rotation
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# sync_direction = PlayerRef.input_direction
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# sync_gait = PlayerRef.gait
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# sync_stance = PlayerRef.stance
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# sync_rotation_mode = PlayerRef.rotation_mode
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# sync_camera_h_transform = PlayerRef.camera_root.HObject.transform
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# sync_camera_v_transform = PlayerRef.camera_root.VObject.transform
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# sync_movement_state = PlayerRef.movement_state
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# sync_movement_action = PlayerRef.movement_action
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# sync_input_is_moving = PlayerRef.input_is_moving
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# sync_view_mode = PlayerRef.camera_root.view_mode
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# sync_CameraHOffset = PlayerRef.camera_root.CameraHOffset
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