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Copy pathPlayer.gd
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Copy pathPlayer.gd
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90 lines (70 loc) · 2.4 KB
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extendsCharacterBody3D
signalhealth_changed(health_value)
@onreadyvarcamera=$Camera3D
@onreadyvaranim_player=$AnimationPlayer
@onreadyvarmuzzle_flash=$Camera3D/Pistol/MuzzleFlash
@onreadyvarraycast=$Camera3D/RayCast3D
varhealth=3
constSPEED=10.0
constJUMP_VELOCITY=10.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
vargravity=20.0
func_enter_tree():
set_multiplayer_authority(str(name).to_int())
func_ready():
ifnotis_multiplayer_authority(): return
Input.mouse_mode=Input.MOUSE_MODE_CAPTURED
camera.current=true
func_unhandled_input(event):
ifnotis_multiplayer_authority(): return
ifeventisInputEventMouseMotion:
rotate_y(-event.relative.x*.005)
camera.rotate_x(-event.relative.y*.005)
camera.rotation.x=clamp(camera.rotation.x, -PI/2, PI/2)
ifInput.is_action_just_pressed("shoot") \
andanim_player.current_animation!="shoot":
play_shoot_effects.rpc()
ifraycast.is_colliding():
varhit_player=raycast.get_collider()
hit_player.receive_damage.rpc_id(hit_player.get_multiplayer_authority())
func_physics_process(delta):
ifnotis_multiplayer_authority(): return
# Add the gravity.
ifnotis_on_floor():
velocity.y-=gravity*delta
# Handle Jump.
ifInput.is_action_just_pressed("ui_accept") andis_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.
varinput_dir=Input.get_vector("left", "right", "up", "down")
vardirection= (transform.basis*Vector3(input_dir.x, 0, input_dir.y)).normalized()
ifdirection:
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)
ifanim_player.current_animation=="shoot":
pass
elifinput_dir!=Vector2.ZEROandis_on_floor():
anim_player.play("move")
else:
anim_player.play("idle")
move_and_slide()
@rpc("call_local")
funcplay_shoot_effects():
anim_player.stop()
anim_player.play("shoot")
muzzle_flash.restart()
muzzle_flash.emitting=true
@rpc("any_peer")
funcreceive_damage():
health-=1
ifhealth<=0:
health=3
position=Vector3.ZERO
health_changed.emit(health)
func_on_animation_player_animation_finished(anim_name):
ifanim_name=="shoot":
anim_player.play("idle")