made the first changes towards multiplayer working

This commit is contained in:
2023-11-13 19:36:35 +11:00
parent b0f8a37f60
commit f004f64b71
26 changed files with 305 additions and 257 deletions

View File

@ -7,6 +7,7 @@ signal died
@export var hero_class: HeroClass
@export var camera : Camera3D
@export var gun_camera : Camera3D
@export var left_hand : Node3D
@export var right_hand : Node3D
@export var right_hand_animator : AnimationPlayer
@ -21,23 +22,22 @@ signal died
@export var weapon_scene : PackedScene
@export var hud : HUD
@export var movement : PlayerMovement
@export var sprint_zoom_speed := 0.2
var equipped_card : Card
var paused := false
var editing_mode := true
var profile: PlayerProfile
var ready_state := false :
var ready_state := false :
set(value):
ready_state = value
networked_set_ready_state.rpc(ready_state)
ready_state_changed.emit(ready_state)
ready_state_changed.emit(value)
var currency := 0 :
set(value):
currency = value
hud.set_currency_count(value)
get:
return currency
@export var sprint_zoom_speed := 0.2
func set_zoom_factor(value):
@ -48,11 +48,12 @@ func _ready() -> void:
if is_multiplayer_authority():
right_hand_animator.play("weapon_sway")
right_hand_animator.speed_scale = 0
hud.set_visible(true)
camera.make_current()
sprite.queue_free()
else:
camera.set_visible(false)
gun_camera.set_visible(false)
hud.set_visible(false)
if weapon != null:
weapon.set_raycast_origin(camera)
inventory.contents.append_array(hero_class.deck)
@ -61,7 +62,7 @@ func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _physics_process(delta: float) -> void:
func _physics_process(_delta: float) -> void:
if !is_multiplayer_authority() or paused:
return
if movement.input_vector == Vector2.ZERO:
@ -147,7 +148,9 @@ func _unhandled_input(event: InputEvent) -> void:
return
if editing_mode and event.is_action_pressed("Ready"):
edit_tool.interact_key_held = false
ready_state = true
if !ready_state:
ready_state = true
networked_set_ready_state.rpc(ready_state)
if event.is_action_pressed("Pause"):
var menu = pause_menu_scene.instantiate() as PauseMenu
pause()
@ -203,8 +206,11 @@ func equip_weapon():
unequip_weapon()
return
if inventory.contents.size() > 0:
networked_equip_weapon.rpc()
equipped_card = inventory.remove()
weapon = equipped_card.weapon.instantiate()
weapon.name = "weapon"
weapon.set_multiplayer_authority(multiplayer.get_unique_id())
right_hand.add_child(weapon)
gauntlet_sprite.set_visible(false)
weapon.set_raycast_origin(camera)
@ -213,6 +219,7 @@ func equip_weapon():
func unequip_weapon():
networked_unequip_weapon.rpc()
gauntlet_sprite.set_visible(true)
weapon.queue_free()
inventory.add(equipped_card)
@ -224,4 +231,21 @@ func unequip_weapon():
@rpc("reliable")
func networked_set_ready_state(state: bool):
ready_state = state
ready_state_changed.emit(state)
@rpc("reliable")
func networked_equip_weapon():
equipped_card = inventory.remove()
weapon = equipped_card.weapon.instantiate()
weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
weapon.name = "weapon"
right_hand.add_child(weapon)
weapon.set_raycast_origin(camera)
weapon.set_hero(self)
@rpc("reliable")
func networked_unequip_weapon():
weapon.queue_free()
inventory.add(equipped_card)
equipped_card = null