Added controller activation signal

This commit is contained in:
Eduard Urbach 2024-02-24 15:30:41 +01:00
parent 3ba39992bc
commit d1b46fb9e0
Signed by: akyoto
GPG Key ID: C874F672B1AF20C0
10 changed files with 42 additions and 24 deletions

View File

@ -16,7 +16,7 @@ func _ready():
Global.account.id = "test"
Global.account.name = "Local"
Global.account.auth_token = "test"
Global.player = %PlayerAdd.spawn_player(Global.account.id)
Global.player = %PlayerAdd.spawn_player(Global.account.id, Global.account.name, Vector3.ZERO)
%Login.success.emit()
else:
%Login.send_login()

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@ -1,7 +1,2 @@
class_name Enemy
extends Character
func _init():
controller = EnemyController.new()
add_child(controller)
controller.owner = self

View File

@ -21,10 +21,9 @@ func handle_packet(data: PackedByteArray):
%Client.log("Add player: %s %s @ %v" % [player_id, player_name, server_position])
var player := spawn_player(player_id, server_position)
player.set_player_name(player_name)
spawn_player(player_id, player_name, server_position)
func spawn_player(id: String, position: Vector3) -> Player:
func spawn_player(id: String, nick: String, position: Vector3) -> Player:
var player: Player
if Global.players.has(id):
@ -38,14 +37,17 @@ func spawn_player(id: String, position: Vector3) -> Player:
player = player_scene.instantiate()
player.id = id
player.position = position
var controller: Controller
if id == Global.account.id:
player.controller = PlayerController.new(player)
controller = PlayerController.new(player)
Global.player = player
main_player_spawned.emit(player)
else:
player.controller = ProxyController.new(player)
controller = ProxyController.new(player)
player.add_child(player.controller)
player.set_player_name(nick)
player.add_child(controller)
Global.players.add(player)
controller.control(player)
return player

View File

@ -4,7 +4,10 @@ func _ready():
%PlayerAdd.main_player_spawned.connect(on_main_player_spawned)
func on_main_player_spawned(player: Player):
player.controller.jumped.connect(on_jump)
player.controlled.connect(on_main_player_controlled)
func on_main_player_controlled(controller: Controller):
controller.jumped.connect(on_jump)
func on_jump():
var buffer := StreamPeerBuffer.new()

View File

@ -4,7 +4,10 @@ func _ready():
%PlayerAdd.main_player_spawned.connect(on_main_player_spawned)
func on_main_player_spawned(player: Player):
player.controller.used_skill.connect(on_skill_used)
player.controlled.connect(on_main_player_controlled)
func on_main_player_controlled(controller: Controller):
controller.used_skill.connect(on_skill_used)
func on_skill_used(slot: int):
var buffer := StreamPeerBuffer.new()

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@ -1,4 +1,6 @@
class_name Character
extends CharacterBody3D
signal controlled(Controller)
var controller: Controller

View File

@ -4,3 +4,7 @@ extends Node
signal direction_changed(direction: Vector3)
signal jumped
signal used_skill(slot: int)
func control(character: Character):
character.controller = self
character.controlled.emit(self)

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@ -10,10 +10,13 @@ var direction: Vector3
var gravity: float
func _ready():
body = owner as Character
body.controller.direction_changed.connect(on_direction_changed)
body.controller.jumped.connect(jump)
gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
body = owner as Character
body.controlled.connect(on_controlled)
func on_controlled(controller: Controller):
controller.direction_changed.connect(on_direction_changed)
controller.jumped.connect(jump)
func _physics_process(delta):
if direction:

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@ -9,11 +9,14 @@ var angle: float
func _ready():
assert(root, "Rotation root needs to be set")
owner.controller.direction_changed.connect(on_direction_changed)
(owner as Character).controlled.connect(on_controlled)
func _process(delta):
root.rotation.y = Math.damp_angle(root.rotation.y, angle, rotation_speed * delta)
func on_controlled(controller: Controller):
controller.direction_changed.connect(on_direction_changed)
func on_direction_changed(new_direction: Vector3):
direction = new_direction

View File

@ -7,7 +7,10 @@ var character: Character
func _ready():
character = owner
character.controller.used_skill.connect(use_skill)
character.controlled.connect(on_controlled)
func on_controlled(controller: Controller):
controller.used_skill.connect(use_skill)
func use_skill(slot: int):
if slot < 0 || slot >= skills.size():