Compare commits
No commits in common. "b2dbd2deeefa0ada4d9db4df25d60767a165ca34" and "79f223cb21fbcc43f521fd08ab57720bb1a21758" have entirely different histories.
b2dbd2deee
...
79f223cb21
@ -1,28 +1,19 @@
|
||||
[gd_scene format=3 uid="uid://ct70bpbca8one"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://bod6b3befmyt5" path="res://scenes/player/soldier_m.tscn" id="1_jd651"]
|
||||
[ext_resource type="PackedScene" uid="uid://cl66unms2gim0" path="res://scenes/player/splorch.tscn" id="2_ywmwa"]
|
||||
|
||||
[sub_resource type="Environment" id="Environment_3nx84"]
|
||||
glow_enabled = true
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_oh8vq"]
|
||||
|
||||
[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh", "collider", "splorch")]
|
||||
[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh")]
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||||
look_sensitivity = 1.5
|
||||
camera = NodePath("camera_3d")
|
||||
move_speed = 5.0
|
||||
soldier_mesh = NodePath("soldier_m")
|
||||
collider = NodePath("collision_shape_3d2")
|
||||
splorch = NodePath("splorch")
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||||
health = 100
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||||
collision_mask = 4
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||||
|
||||
[node name="camera_3d" type="Camera3D" parent="." unique_id=1773137418]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.8724979, -0.2644562)
|
||||
environment = SubResource("Environment_3nx84")
|
||||
current = true
|
||||
fov = 90.0
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||||
|
||||
[node name="soldier_m" parent="." unique_id=281995630 instance=ExtResource("1_jd651")]
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||||
transform = Transform3D(-0.5, 0, -4.371139e-08, 0, 0.5, 0, 4.371139e-08, 0, -0.5, 0.15878421, 0, 0.19227558)
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||||
@ -30,6 +21,3 @@ transform = Transform3D(-0.5, 0, -4.371139e-08, 0, 0.5, 0, 4.371139e-08, 0, -0.5
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||||
[node name="collision_shape_3d2" type="CollisionShape3D" parent="." unique_id=442150782]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0310049, 0)
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||||
shape = SubResource("CapsuleShape3D_oh8vq")
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||||
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||||
[node name="splorch" parent="." unique_id=986677517 instance=ExtResource("2_ywmwa")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.16157162, 1.4223524, 0)
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||||
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||||
@ -1,10 +1,10 @@
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||||
[gd_scene format=3 uid="uid://cw7duhhjebypt"]
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||||
|
||||
[ext_resource type="PackedScene" uid="uid://cg81784ct8gf5" path="res://mesh/raygun.tscn" id="1_ckadf"]
|
||||
[ext_resource type="PackedScene" uid="uid://ctslratcr8h6v" path="res://scenes/player/raygun_beam.tscn" id="1_m84jv"]
|
||||
[ext_resource type="PackedScene" uid="uid://ctslratcr8h6v" path="res://scenes/player/raygun_bullet.tscn" id="1_m84jv"]
|
||||
[ext_resource type="AudioStream" uid="uid://xxpkjhaovyd" path="res://assets/LaserWithRecoveryEdited.ogg" id="2_lxble"]
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||||
|
||||
[node name="raygun" type="Raygun" unique_id=573018429 node_paths=PackedStringArray("sound_emitter", "bullet_source")]
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[node name="raygun" type="Weapon" unique_id=751705927 node_paths=PackedStringArray("sound_emitter", "bullet_source")]
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sound_emitter = NodePath("sound_emitter")
|
||||
bullet_prefab = ExtResource("1_m84jv")
|
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bullet_source = NodePath("bullet_source")
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||||
|
||||
@ -1,22 +0,0 @@
|
||||
[gd_scene format=3 uid="uid://ctslratcr8h6v"]
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_n6c2q"]
|
||||
shading_mode = 2
|
||||
disable_specular_occlusion = true
|
||||
metallic_specular = 1.0
|
||||
roughness = 0.0
|
||||
emission_enabled = true
|
||||
emission = Color(1, 0, 1, 1)
|
||||
emission_energy_multiplier = 10.0
|
||||
|
||||
[sub_resource type="CylinderMesh" id="CylinderMesh_1cgct"]
|
||||
material = SubResource("StandardMaterial3D_n6c2q")
|
||||
top_radius = 0.2
|
||||
bottom_radius = 0.2
|
||||
height = 1.0
|
||||
|
||||
[node name="raygun_beam" type="Beam" unique_id=2002340444]
|
||||
|
||||
[node name="mesh_instance_3d" type="MeshInstance3D" parent="." unique_id=1295653371]
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||||
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, -1, 0, 1, -4.371139e-08, 0, 0, 0)
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||||
mesh = SubResource("CylinderMesh_1cgct")
|
||||
40
godot/scenes/player/raygun_bullet.tscn
Normal file
40
godot/scenes/player/raygun_bullet.tscn
Normal file
@ -0,0 +1,40 @@
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||||
[gd_scene format=3 uid="uid://ctslratcr8h6v"]
|
||||
|
||||
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_3g557"]
|
||||
particle_flag_align_y = true
|
||||
radial_velocity_min = -500.0
|
||||
radial_velocity_max = -500.0
|
||||
scale_over_velocity_max = 1.0
|
||||
|
||||
[sub_resource type="Curve" id="Curve_dmbod"]
|
||||
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
|
||||
point_count = 2
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_yxhor"]
|
||||
emission_enabled = true
|
||||
emission = Color(1, 0, 1, 1)
|
||||
emission_energy_multiplier = 4.47
|
||||
use_particle_trails = true
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||||
|
||||
[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_m77kh"]
|
||||
material = SubResource("StandardMaterial3D_yxhor")
|
||||
sections = 2
|
||||
section_length = 0.5
|
||||
section_rings = 5
|
||||
cap_top = false
|
||||
cap_bottom = false
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||||
curve = SubResource("Curve_dmbod")
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||||
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||||
[node name="raygun_bullet" type="Bullet" unique_id=1238833478 node_paths=PackedStringArray("emitter")]
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||||
emitter = NodePath("gpu_particles_3d")
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[node name="gpu_particles_3d" type="GPUParticles3D" parent="." unique_id=1330763726]
|
||||
emitting = false
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||||
amount = 1
|
||||
lifetime = 3.8899999999999997
|
||||
one_shot = true
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||||
fixed_fps = 100
|
||||
trail_enabled = true
|
||||
trail_lifetime = 0.5
|
||||
process_material = SubResource("ParticleProcessMaterial_3g557")
|
||||
draw_pass_1 = SubResource("TubeTrailMesh_m77kh")
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||||
@ -1,16 +1,12 @@
|
||||
[gd_scene format=3 uid="uid://kfxc0migw80o"]
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||||
|
||||
[ext_resource type="PackedScene" uid="uid://bod6b3befmyt5" path="res://scenes/player/soldier_m.tscn" id="1_e2ekk"]
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||||
[ext_resource type="PackedScene" uid="uid://cl66unms2gim0" path="res://scenes/player/splorch.tscn" id="2_orxjf"]
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||||
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||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1cgct"]
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||||
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[node name="player" type="RemotePlayer" unique_id=845968872 node_paths=PackedStringArray("soldier_mesh", "collider", "splorch")]
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[node name="player" type="RemotePlayer" unique_id=845968872 node_paths=PackedStringArray("soldier_mesh")]
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move_speed = 5.0
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soldier_mesh = NodePath("soldier_m")
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collider = NodePath("collision_shape_3d")
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||||
splorch = NodePath("gpu_particles_3d")
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health = 100
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collision_layer = 2
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collision_mask = 4
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||||
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||||
@ -20,6 +16,3 @@ transform = Transform3D(-0.5, 0, -4.371139e-08, 0, 0.5, 0, 4.371139e-08, 0, -0.5
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||||
[node name="collision_shape_3d" type="CollisionShape3D" parent="." unique_id=1110995513]
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||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.0310049, 0)
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||||
shape = SubResource("CapsuleShape3D_1cgct")
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||||
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[node name="gpu_particles_3d" parent="." unique_id=986677517 instance=ExtResource("2_orxjf")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.4540546, 0)
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||||
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||||
@ -1,34 +0,0 @@
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||||
[gd_scene format=3 uid="uid://cl66unms2gim0"]
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||||
|
||||
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_1cgct"]
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||||
particle_flag_align_y = true
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direction = Vector3(0, 1, 0)
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spread = 90.0
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||||
initial_velocity_min = 2.0
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initial_velocity_max = 5.0
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||||
|
||||
[sub_resource type="Curve" id="Curve_yli5f"]
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||||
_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.08643617, 1), -3.6585922, -3.6585922, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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||||
point_count = 3
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||||
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||||
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_dmbod"]
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||||
albedo_color = Color(0.44894964, 1.3055467e-06, 9.62615e-08, 1)
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use_particle_trails = true
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[sub_resource type="TubeTrailMesh" id="TubeTrailMesh_wwb7k"]
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material = SubResource("StandardMaterial3D_dmbod")
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radius = 0.1
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||||
radial_steps = 20
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||||
section_length = 0.1
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||||
section_rings = 10
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||||
curve = SubResource("Curve_yli5f")
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||||
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||||
[node name="gpu_particles_3d" type="GPUParticles3D" unique_id=986677517]
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||||
emitting = false
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||||
amount = 20
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||||
one_shot = true
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||||
explosiveness = 0.78
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trail_enabled = true
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||||
trail_lifetime = 0.5
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||||
process_material = SubResource("ParticleProcessMaterial_1cgct")
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||||
draw_pass_1 = SubResource("TubeTrailMesh_wwb7k")
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@ -9,12 +9,12 @@ use crate::{
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net::{
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network_manager::{
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NetworkManager,
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Package::{self, Kill, SelfSync, TakeDamage},
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Package::{self, SelfSync},
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PeerKind, SyncPackage,
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},
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util::NetVector3,
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},
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player::{IPlayer, LocalPlayer, NetPlayerTransform, RemotePlayer},
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player::{IPlayer, NetPlayerTransform},
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};
|
||||
|
||||
pub const GAME_MANAGER_GLOBAL: &str = "GameManagerGlobal";
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@ -117,11 +117,6 @@ impl INode for Game {
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PeerKind::Server(peer, _) => {
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let mut sync_data = HashMap::new();
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for player in &self.players {
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if let Some(character) = &player.character {
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if character.dyn_bind().is_dead() {
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continue;
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}
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}
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if let (Some(dir), Some(look_up), Some(transform)) = (
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player.get_move_dir(),
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player.get_look_up(),
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@ -271,52 +266,14 @@ impl Game {
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peer.send_reliable(to, Package::MapLoaded);
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} else {
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self.run_deferred(|s| {
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for player in s.players.clone() {
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let player_id = player.id;
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if let Some(mut map) = s.current_map.clone() {
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let mut character = map.bind_mut().spawn_player(
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&player,
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for player in &mut s.players {
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if let Some(map) = &mut s.current_map {
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let character = map.bind_mut().spawn_player(
|
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player,
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player.id == s.self_id.unwrap_or(0),
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None,
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||||
);
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|
||||
if let Some(character) = &mut character {
|
||||
if let Ok(mut local_player) =
|
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character.clone().try_cast::<LocalPlayer>()
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{
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local_player
|
||||
.bind_mut()
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.signals()
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.on_die()
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.connect_other(s, move |s| s.on_death(player_id));
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local_player
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.bind_mut()
|
||||
.signals()
|
||||
.on_take_damage()
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||||
.connect_other(s, move |s, damage| {
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s.on_take_damage(player_id, damage)
|
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});
|
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} else if let Ok(mut remote_player) =
|
||||
character.clone().try_cast::<RemotePlayer>()
|
||||
{
|
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remote_player
|
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.bind_mut()
|
||||
.signals()
|
||||
.on_die()
|
||||
.connect_other(s, move |s| s.on_death(player_id));
|
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remote_player
|
||||
.bind_mut()
|
||||
.signals()
|
||||
.on_take_damage()
|
||||
.connect_other(s, move |s, damage| {
|
||||
s.on_take_damage(player_id, damage)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(player) = s.find_player_mut(player_id) {
|
||||
player.character = character;
|
||||
}
|
||||
player.character = character;
|
||||
}
|
||||
}
|
||||
});
|
||||
@ -324,8 +281,7 @@ impl Game {
|
||||
}
|
||||
}
|
||||
|
||||
// Method called on the client-side whenever a player has spawned
|
||||
pub fn spawn_player_client(&mut self, id: u16, transform: NetPlayerTransform) {
|
||||
pub fn spawn_player(&mut self, id: u16, transform: NetPlayerTransform) {
|
||||
if let Some(map) = &mut self.current_map {
|
||||
if let Some(player) = self.players.iter_mut().find(|p| p.id == id) {
|
||||
let character = map.bind_mut().spawn_player(
|
||||
@ -338,7 +294,6 @@ impl Game {
|
||||
}
|
||||
}
|
||||
|
||||
// Handle a sync package from the server
|
||||
pub fn handle_sync(&mut self, sync_data: HashMap<u16, SyncPackage>) {
|
||||
for (
|
||||
player_id,
|
||||
@ -369,7 +324,6 @@ impl Game {
|
||||
}
|
||||
}
|
||||
|
||||
// Handle a jump, either from the server or from a client
|
||||
pub fn handle_jump(&mut self, player_id: u16) {
|
||||
if player_id != self.self_id.unwrap_or(0) {
|
||||
if let Some(player) = self.find_player_mut(player_id) {
|
||||
@ -378,7 +332,6 @@ impl Game {
|
||||
}
|
||||
}
|
||||
|
||||
// Handle shooting, either from the server of from a client
|
||||
pub fn handle_shoot(
|
||||
&mut self,
|
||||
player_id: u16,
|
||||
@ -387,55 +340,12 @@ impl Game {
|
||||
look_up: f32,
|
||||
deal_damage: bool,
|
||||
) -> bool {
|
||||
let self_id = self.self_id.clone().unwrap_or(0);
|
||||
if let Some(player) = self.find_player_mut(player_id) {
|
||||
if player.id != self_id {
|
||||
player.try_shoot(to, transform, look_up, deal_damage)
|
||||
} else {
|
||||
false
|
||||
}
|
||||
player.try_shoot(to, transform, look_up, deal_damage)
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
// Handle taking damage, from server to client
|
||||
pub fn handle_take_damage(&mut self, player_id: u16, damage: i32) {
|
||||
if let Some(player) = self.find_player_mut(player_id) {
|
||||
if let Some(character) = &mut player.character {
|
||||
character.dyn_bind_mut().take_damage(damage, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Handle dying, from server to client
|
||||
pub fn handle_kill(&mut self, player_id: u16) {
|
||||
godot_print!("Got kill!");
|
||||
if let Some(player) = self.find_player_mut(player_id) {
|
||||
if let Some(character) = &mut player.character {
|
||||
character.dyn_bind_mut().kill();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Called whenever a player takes damage on the server-side
|
||||
pub fn on_take_damage(&mut self, player_id: u16, damage: i32) {
|
||||
if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
|
||||
if let PeerKind::Server(peer, _) = peer {
|
||||
peer.broadcast_reliable(TakeDamage(player_id, damage));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Called whenever a player dies on the server-side
|
||||
pub fn on_death(&mut self, player_id: u16) {
|
||||
if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
|
||||
if let PeerKind::Server(peer, _) = peer {
|
||||
godot_print!("Sent kill!");
|
||||
peer.broadcast_reliable(Kill(player_id));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
@ -533,7 +443,7 @@ impl Player {
|
||||
.dyn_bind_mut()
|
||||
.apply_rotation(transform.rotation.into());
|
||||
character.dyn_bind_mut().apply_look_up(look_up);
|
||||
character.dyn_bind_mut().try_shoot(to, deal_damage)
|
||||
character.dyn_bind_mut().try_shoot(to, true)
|
||||
} else {
|
||||
false
|
||||
}
|
||||
|
||||
@ -214,7 +214,7 @@ impl INode for NetworkManager {
|
||||
}
|
||||
Package::SpawnPlayer(id, transform) => {
|
||||
if let Some(game) = &mut Game::singleton() {
|
||||
game.bind_mut().spawn_player_client(id, transform);
|
||||
game.bind_mut().spawn_player(id, transform);
|
||||
}
|
||||
}
|
||||
Package::Sync(sync_data) => {
|
||||
@ -238,16 +238,6 @@ impl INode for NetworkManager {
|
||||
);
|
||||
}
|
||||
}
|
||||
Package::TakeDamage(player_id, damage) => {
|
||||
if let Some(game) = &mut Game::singleton() {
|
||||
game.bind_mut().handle_take_damage(player_id, damage);
|
||||
}
|
||||
}
|
||||
Package::Kill(player_id) => {
|
||||
if let Some(game) = &mut Game::singleton() {
|
||||
game.bind_mut().handle_kill(player_id);
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
}
|
||||
@ -551,8 +541,6 @@ pub enum Package {
|
||||
SelfSync(SyncPackage),
|
||||
Jump(u16),
|
||||
Shoot(u16, NetVector3, NetPlayerTransform, f32),
|
||||
TakeDamage(u16, i32),
|
||||
Kill(u16),
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Serialize, Deserialize)]
|
||||
|
||||
@ -1,7 +1,4 @@
|
||||
use godot::{
|
||||
classes::{PhysicsRayQueryParameters3D, World3D},
|
||||
prelude::*,
|
||||
};
|
||||
use godot::prelude::*;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
|
||||
@ -26,43 +23,3 @@ impl From<NetVector3> for Vector3 {
|
||||
Vector3::new(value.x, value.y, value.z)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn cast_ray(
|
||||
from: Vector3,
|
||||
to: Vector3,
|
||||
world: Option<Gd<World3D>>,
|
||||
exclude: Array<Rid>,
|
||||
) -> Option<RaycastResult> {
|
||||
let ray = PhysicsRayQueryParameters3D::create(from, to);
|
||||
if let Some(mut ray) = ray {
|
||||
ray.set_collision_mask(0b111);
|
||||
ray.set_hit_back_faces(false);
|
||||
ray.set_hit_from_inside(false);
|
||||
ray.set_collide_with_bodies(true);
|
||||
ray.set_exclude(&exclude);
|
||||
if let Some(world) = world
|
||||
&& let Some(mut space) = world.get_direct_space_state()
|
||||
{
|
||||
let results = space.intersect_ray(&ray);
|
||||
if let (Some(position), Some(collider)) =
|
||||
(results.get("position"), results.get("collider"))
|
||||
{
|
||||
Some(RaycastResult {
|
||||
position: Vector3::from_variant(&position),
|
||||
collider: Gd::from_variant(&collider),
|
||||
})
|
||||
} else {
|
||||
None
|
||||
}
|
||||
} else {
|
||||
None
|
||||
}
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
pub struct RaycastResult {
|
||||
pub position: Vector3,
|
||||
pub collider: Gd<Object>,
|
||||
}
|
||||
|
||||
@ -2,9 +2,8 @@ use std::{f32::consts::PI, ops::Neg};
|
||||
|
||||
use godot::{
|
||||
classes::{
|
||||
AudioStreamPlayer3D, Camera3D, CharacterBody3D, CollisionShape3D, GpuParticles3D,
|
||||
ICharacterBody3D, Input, InputEvent, InputEventMouseMotion, PhysicsRayQueryParameters3D,
|
||||
input::MouseMode,
|
||||
AudioStreamPlayer3D, Camera3D, CharacterBody3D, ICharacterBody3D, Input, InputEvent,
|
||||
InputEventMouseMotion, PhysicsRayQueryParameters3D, input::MouseMode,
|
||||
},
|
||||
obj::WithBaseField,
|
||||
prelude::*,
|
||||
@ -18,11 +17,11 @@ use crate::{
|
||||
Package::{Jump, Shoot},
|
||||
PeerKind,
|
||||
},
|
||||
util::{NetVector3, cast_ray},
|
||||
util::NetVector3,
|
||||
},
|
||||
soldier_mesh::SoldierMesh,
|
||||
ui::cli::CommandLinePanel,
|
||||
weapon::{Raygun, Weapon},
|
||||
weapon::Weapon,
|
||||
};
|
||||
|
||||
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
|
||||
@ -45,9 +44,6 @@ pub trait IPlayer {
|
||||
fn get_transform(&self) -> NetPlayerTransform;
|
||||
fn jump(&mut self);
|
||||
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool;
|
||||
fn take_damage(&mut self, damage: i32, kill: bool);
|
||||
fn is_dead(&self) -> bool;
|
||||
fn kill(&mut self);
|
||||
}
|
||||
|
||||
pub trait PlayerMovement {
|
||||
@ -69,12 +65,8 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerMovement for T {
|
||||
.rotated(Vector3::UP, self.base().get_rotation().y)
|
||||
* self.get_move_speed();
|
||||
|
||||
if self.is_dead() {
|
||||
self.base_mut().set_velocity(Vector3::ZERO);
|
||||
} else {
|
||||
self.base_mut().set_velocity(speed);
|
||||
self.base_mut().move_and_slide();
|
||||
}
|
||||
self.base_mut().set_velocity(speed);
|
||||
self.base_mut().move_and_slide();
|
||||
}
|
||||
}
|
||||
|
||||
@ -89,15 +81,9 @@ pub struct LocalPlayer {
|
||||
move_speed: f32,
|
||||
#[export]
|
||||
soldier_mesh: Option<Gd<SoldierMesh>>,
|
||||
#[export]
|
||||
collider: Option<Gd<CollisionShape3D>>,
|
||||
#[export]
|
||||
splorch: Option<Gd<GpuParticles3D>>,
|
||||
#[export]
|
||||
health: i32,
|
||||
|
||||
pub player_id: Option<u16>,
|
||||
pub weapon: Option<DynGd<Node3D, dyn Weapon>>,
|
||||
pub weapon: Option<Gd<Weapon>>,
|
||||
|
||||
movement_dir: Vector3,
|
||||
y_speed: f32,
|
||||
@ -105,8 +91,6 @@ pub struct LocalPlayer {
|
||||
|
||||
shoot_cd: f64,
|
||||
|
||||
is_dead: bool,
|
||||
|
||||
locked: bool,
|
||||
|
||||
base: Base<CharacterBody3D>,
|
||||
@ -171,14 +155,9 @@ impl IPlayer for LocalPlayer {
|
||||
fn apply_look_up(&mut self, _look: f32) {}
|
||||
|
||||
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
|
||||
if self.is_dead {
|
||||
return false;
|
||||
}
|
||||
|
||||
if self.shoot_cd <= 0. {
|
||||
let rid = self.base().get_rid();
|
||||
if let Some(weapon) = &mut self.weapon {
|
||||
weapon.dyn_bind_mut().shoot(rid, to, deal_damage);
|
||||
weapon.bind_mut().shoot(to, deal_damage);
|
||||
}
|
||||
self.shoot_cd = 0.2;
|
||||
true
|
||||
@ -186,35 +165,6 @@ impl IPlayer for LocalPlayer {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
fn take_damage(&mut self, damage: i32, kill: bool) {
|
||||
self.run_deferred(move |s| s.signals().on_take_damage().emit(damage));
|
||||
self.health -= damage;
|
||||
if kill && self.health <= 0 {
|
||||
self.kill();
|
||||
}
|
||||
}
|
||||
|
||||
fn is_dead(&self) -> bool {
|
||||
self.is_dead
|
||||
}
|
||||
|
||||
fn kill(&mut self) {
|
||||
self.run_deferred(move |s| s.signals().on_die().emit());
|
||||
if let Some(mut mesh) = self.soldier_mesh.take() {
|
||||
mesh.queue_free();
|
||||
}
|
||||
if let Some(mut weapon) = self.weapon.take() {
|
||||
weapon.queue_free();
|
||||
}
|
||||
if let Some(mut collider) = self.collider.take() {
|
||||
collider.queue_free();
|
||||
}
|
||||
if let Some(splorch) = &mut self.splorch {
|
||||
splorch.set_emitting(true);
|
||||
}
|
||||
self.is_dead = true;
|
||||
}
|
||||
}
|
||||
|
||||
#[godot_api]
|
||||
@ -271,29 +221,44 @@ impl ICharacterBody3D for LocalPlayer {
|
||||
if event.is_action_pressed("shoot") {
|
||||
let pos = if let Some(camera) = &self.camera {
|
||||
let forward = camera.get_global_basis().col_c().neg();
|
||||
match cast_ray(
|
||||
let ray = PhysicsRayQueryParameters3D::create(
|
||||
camera.get_global_position(),
|
||||
camera.get_global_position() + forward,
|
||||
self.base().get_world_3d(),
|
||||
Array::from_iter(vec![self.base().get_rid()]),
|
||||
) {
|
||||
Some(res) => Some(res.position),
|
||||
None => Some(camera.get_global_position() + forward * 100.),
|
||||
camera.get_global_position() + forward * 10000.,
|
||||
);
|
||||
if let Some(mut ray) = ray {
|
||||
ray.set_collision_mask(0b110);
|
||||
ray.set_hit_back_faces(false);
|
||||
ray.set_hit_from_inside(false);
|
||||
ray.set_collide_with_bodies(true);
|
||||
if let Some(world) = self.base().get_world_3d()
|
||||
&& let Some(mut space) = world.get_direct_space_state()
|
||||
{
|
||||
let results = space.intersect_ray(&ray);
|
||||
if let Some(position) = results.get("position") {
|
||||
Some(Vector3::from_variant(&position))
|
||||
} else {
|
||||
Some(camera.get_global_position() + forward * 100.)
|
||||
}
|
||||
} else {
|
||||
None
|
||||
}
|
||||
} else {
|
||||
None
|
||||
}
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
godot_print!("{:?}", pos);
|
||||
|
||||
if let Some(pos) = pos {
|
||||
if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
|
||||
match peer {
|
||||
PeerKind::Client(peer, addr) => {
|
||||
if self.try_shoot(pos, false) {
|
||||
peer.send_reliable(
|
||||
addr,
|
||||
Shoot(0, pos.into(), self.get_transform(), self.look_up),
|
||||
);
|
||||
}
|
||||
peer.send_reliable(
|
||||
addr,
|
||||
Shoot(0, pos.into(), self.get_transform(), self.look_up),
|
||||
);
|
||||
}
|
||||
PeerKind::Server(peer, _) => {
|
||||
if self.try_shoot(pos, true) {
|
||||
@ -311,33 +276,25 @@ impl ICharacterBody3D for LocalPlayer {
|
||||
}
|
||||
|
||||
if let Ok(event) = event.try_cast::<InputEventMouseMotion>() {
|
||||
if !self.is_dead() {
|
||||
let x = event.get_relative().x * 0.001 * self.look_sensitivity;
|
||||
let y = event.get_relative().y * 0.001 * self.look_sensitivity;
|
||||
let x = event.get_relative().x * 0.001 * self.look_sensitivity;
|
||||
let y = event.get_relative().y * 0.001 * self.look_sensitivity;
|
||||
|
||||
if let Some(camera) = self.camera.as_mut() {
|
||||
let curr_rotation = camera.get_rotation();
|
||||
let x_rot =
|
||||
(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
|
||||
camera.set_rotation(Vector3::RIGHT * x_rot);
|
||||
self.look_up = x_rot;
|
||||
}
|
||||
|
||||
let y_rot = -x * self.look_sensitivity;
|
||||
self.base_mut().rotate_y(y_rot);
|
||||
if let Some(camera) = self.camera.as_mut() {
|
||||
let curr_rotation = camera.get_rotation();
|
||||
let x_rot =
|
||||
(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
|
||||
camera.set_rotation(Vector3::RIGHT * x_rot);
|
||||
self.look_up = x_rot;
|
||||
}
|
||||
|
||||
let y_rot = -x * self.look_sensitivity;
|
||||
self.base_mut().rotate_y(y_rot);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[godot_api]
|
||||
impl LocalPlayer {
|
||||
#[signal]
|
||||
pub fn on_die();
|
||||
#[signal]
|
||||
pub fn on_take_damage(damage: i32);
|
||||
|
||||
fn set_lock(&mut self, locked: bool) {
|
||||
self.locked = locked;
|
||||
if self.locked {
|
||||
@ -355,22 +312,14 @@ pub struct RemotePlayer {
|
||||
move_speed: f32,
|
||||
#[export]
|
||||
soldier_mesh: Option<Gd<SoldierMesh>>,
|
||||
#[export]
|
||||
collider: Option<Gd<CollisionShape3D>>,
|
||||
#[export]
|
||||
splorch: Option<Gd<GpuParticles3D>>,
|
||||
#[export]
|
||||
health: i32,
|
||||
|
||||
pub player_id: Option<u16>,
|
||||
pub weapon: Option<DynGd<Node3D, dyn Weapon>>,
|
||||
pub weapon: Option<Gd<Weapon>>,
|
||||
|
||||
movement_dir: Vector3,
|
||||
y_speed: f32,
|
||||
look_up: f32,
|
||||
|
||||
is_dead: bool,
|
||||
|
||||
shoot_cd: f64,
|
||||
|
||||
base: Base<CharacterBody3D>,
|
||||
@ -433,14 +382,9 @@ impl IPlayer for RemotePlayer {
|
||||
}
|
||||
|
||||
fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
|
||||
if self.is_dead {
|
||||
return false;
|
||||
}
|
||||
|
||||
if self.shoot_cd <= 0. {
|
||||
let rid = self.base().get_rid();
|
||||
if let Some(weapon) = &mut self.weapon {
|
||||
weapon.dyn_bind_mut().shoot(rid, to, deal_damage);
|
||||
weapon.bind_mut().shoot(to, deal_damage);
|
||||
}
|
||||
self.shoot_cd = 0.2;
|
||||
true
|
||||
@ -448,35 +392,6 @@ impl IPlayer for RemotePlayer {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
fn take_damage(&mut self, damage: i32, kill: bool) {
|
||||
self.run_deferred(move |s| s.signals().on_take_damage().emit(damage));
|
||||
self.health -= damage;
|
||||
if kill && self.health <= 0 {
|
||||
self.kill();
|
||||
}
|
||||
}
|
||||
|
||||
fn is_dead(&self) -> bool {
|
||||
self.is_dead
|
||||
}
|
||||
|
||||
fn kill(&mut self) {
|
||||
self.run_deferred(move |s| s.signals().on_die().emit());
|
||||
if let Some(mut mesh) = self.soldier_mesh.take() {
|
||||
mesh.queue_free();
|
||||
}
|
||||
if let Some(mut weapon) = self.weapon.take() {
|
||||
weapon.queue_free();
|
||||
}
|
||||
if let Some(mut collider) = self.collider.take() {
|
||||
collider.queue_free();
|
||||
}
|
||||
if let Some(splorch) = &mut self.splorch {
|
||||
splorch.set_emitting(true);
|
||||
}
|
||||
self.is_dead = true;
|
||||
}
|
||||
}
|
||||
|
||||
#[godot_api]
|
||||
@ -500,11 +415,3 @@ impl ICharacterBody3D for RemotePlayer {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[godot_api]
|
||||
impl RemotePlayer {
|
||||
#[signal]
|
||||
pub fn on_die();
|
||||
#[signal]
|
||||
pub fn on_take_damage(damage: i32);
|
||||
}
|
||||
|
||||
@ -6,7 +6,7 @@ use godot::{
|
||||
prelude::*,
|
||||
};
|
||||
|
||||
use crate::weapon::{Raygun, Weapon};
|
||||
use crate::weapon::Weapon;
|
||||
|
||||
#[derive(GodotClass)]
|
||||
#[class(base=Node3D, init)]
|
||||
@ -43,19 +43,16 @@ impl SoldierMesh {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn spawn_raygun(&mut self) -> Option<DynGd<Node3D, dyn Weapon>> {
|
||||
pub fn spawn_raygun(&mut self) -> Option<Gd<Weapon>> {
|
||||
if let Some(raygun) = &self.raygun {
|
||||
let node = raygun.instantiate_as::<Raygun>();
|
||||
self.spawn_weapon(node.into_dyn().upcast())
|
||||
let node = raygun.instantiate_as::<Weapon>();
|
||||
self.spawn_weapon(node)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
fn spawn_weapon(
|
||||
&mut self,
|
||||
node: DynGd<Node3D, dyn Weapon>,
|
||||
) -> Option<DynGd<Node3D, dyn Weapon>> {
|
||||
fn spawn_weapon(&mut self, node: Gd<Weapon>) -> Option<Gd<Weapon>> {
|
||||
if let Some(hand) = &mut self.hand_attachment {
|
||||
hand.add_child(&node);
|
||||
Some(node)
|
||||
|
||||
@ -3,15 +3,9 @@ use godot::{
|
||||
prelude::*,
|
||||
};
|
||||
|
||||
use crate::{net::util::cast_ray, player::IPlayer};
|
||||
|
||||
pub trait Weapon {
|
||||
fn shoot(&mut self, player: Rid, to: Vector3, deal_damage: bool);
|
||||
}
|
||||
|
||||
#[derive(GodotClass)]
|
||||
#[class(base=Node3D, init)]
|
||||
pub struct Raygun {
|
||||
pub struct Weapon {
|
||||
#[export]
|
||||
sound_emitter: Option<Gd<AudioStreamPlayer3D>>,
|
||||
#[export]
|
||||
@ -22,87 +16,55 @@ pub struct Raygun {
|
||||
base: Base<Node3D>,
|
||||
}
|
||||
|
||||
#[godot_dyn]
|
||||
impl Weapon for Raygun {
|
||||
fn shoot(&mut self, player: Rid, to: Vector3, deal_damage: bool) {
|
||||
impl Weapon {
|
||||
pub fn shoot(&mut self, to: Vector3, deal_damage: bool) {
|
||||
if let Some(emitter) = &mut self.sound_emitter {
|
||||
emitter.play();
|
||||
}
|
||||
|
||||
if let Some(source) = &self.bullet_source {
|
||||
let target = cast_ray(
|
||||
source.get_global_position(),
|
||||
to,
|
||||
self.base().get_world_3d(),
|
||||
Array::from_iter(vec![player]),
|
||||
);
|
||||
|
||||
let dir = (to - source.get_global_position()).normalized();
|
||||
let beam_end = target
|
||||
.as_ref()
|
||||
.map(|r| r.position)
|
||||
.unwrap_or(source.get_global_position() + dir * 100.);
|
||||
|
||||
if let Some(prefab) = &self.bullet_prefab {
|
||||
let mut bullet = prefab.instantiate_as::<Beam>();
|
||||
|
||||
bullet.bind_mut().source = Some(source.get_global_position());
|
||||
bullet.bind_mut().target = Some(beam_end);
|
||||
|
||||
if let Some(mut parent) = self.base().find_parent("map") {
|
||||
parent.add_child(&bullet);
|
||||
}
|
||||
}
|
||||
|
||||
if deal_damage && let Some(target) = target {
|
||||
if let Ok(mut player) = target.collider.try_dynify::<dyn IPlayer>() {
|
||||
player.dyn_bind_mut().take_damage(100, true);
|
||||
if let Some(prefab) = &self.bullet_prefab {
|
||||
let mut bullet = prefab.instantiate_as::<Bullet>();
|
||||
if let Some(mut parent) = self.base().find_parent("map") {
|
||||
parent.add_child(&bullet);
|
||||
if let Some(source) = &self.bullet_source {
|
||||
bullet.set_global_position(source.get_global_position());
|
||||
}
|
||||
}
|
||||
bullet.bind_mut().target = Some(to);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(GodotClass)]
|
||||
#[class(base=Node3D, init)]
|
||||
pub struct Beam {
|
||||
pub source: Option<Vector3>,
|
||||
pub struct Bullet {
|
||||
#[export]
|
||||
pub emitter: Option<Gd<GpuParticles3D>>,
|
||||
|
||||
pub target: Option<Vector3>,
|
||||
|
||||
distance: f32,
|
||||
girth: f32,
|
||||
alive_for: f64,
|
||||
|
||||
base: Base<Node3D>,
|
||||
}
|
||||
|
||||
#[godot_api]
|
||||
impl INode3D for Beam {
|
||||
impl INode3D for Bullet {
|
||||
fn ready(&mut self) {
|
||||
if let (Some(target), Some(source)) = (self.target, self.source) {
|
||||
let midway_point = (target + source) / 2.;
|
||||
self.distance = source.distance_to(target);
|
||||
self.girth = 1.;
|
||||
|
||||
self.scale();
|
||||
self.base_mut().look_at_from_position(source, target);
|
||||
self.base_mut().set_global_position(midway_point);
|
||||
if let Some(emitter) = &mut self.emitter {
|
||||
emitter.set_emitting(true);
|
||||
}
|
||||
}
|
||||
|
||||
fn process(&mut self, _delta: f32) {
|
||||
self.girth = self.girth.lerp(0., 0.07);
|
||||
self.scale();
|
||||
}
|
||||
}
|
||||
fn process(&mut self, delta: f64) {
|
||||
self.alive_for += delta;
|
||||
if self.alive_for > 0.05 {
|
||||
let prev_pos = self.base().get_global_position();
|
||||
|
||||
impl Beam {
|
||||
fn scale(&mut self) {
|
||||
let length = Vector3::BACK * self.distance;
|
||||
let girth_scale = (Vector3::UP + Vector3::RIGHT) * self.girth;
|
||||
self.base_mut().set_scale(length + girth_scale);
|
||||
|
||||
if self.girth < 0.01 {
|
||||
self.base_mut().queue_free();
|
||||
if let Some(target) = self.target {
|
||||
let new_pos = prev_pos.lerp(target, 0.5);
|
||||
self.base_mut().set_position(new_pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user