enemy movement should be deterministic now

This commit is contained in:
2026-02-11 05:37:55 +11:00
parent b72b05f33b
commit a2dc8f1630
15 changed files with 75 additions and 45 deletions

View File

@@ -1,11 +1,16 @@
class_name NetworkPuppeteer extends Node
@export var player: CharacterBody3D
@export var player: Hero
@export var player_movement: PlayerMovement
@export var skeleton: Skeleton3D
@export var animation_tree: AnimationTree
func _ready() -> void:
if is_multiplayer_authority():
player.ready_state_changed.connect(func x(state: bool) -> void: set_ready_state.rpc(state))
func _process(delta: float) -> void:
if is_multiplayer_authority():
set_position.rpc(player.global_position)
@@ -28,3 +33,11 @@ func set_rotation(x: float, y: float) -> void:
var bone: int = skeleton.find_bone("Head")
var pos: Quaternion = skeleton.get_bone_pose_rotation(bone)
skeleton.set_bone_pose_rotation(bone, Quaternion.from_euler(Vector3(x, 0, 0)))
@rpc("reliable", "call_remote")
func set_ready_state(state: bool) -> void:
if state:
player.ready_self()
else:
player.unready_self()