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1 | 1 | extends Area3D |
2 | 2 |
|
3 | 3 | var from_player : int |
| 4 | +var old_position: Vector3 |
4 | 5 | #var bullet_state : Array |
5 | | -var target : Vector3 |
6 | 6 |
|
7 | 7 | var g : float = ProjectSettings.get_setting("physics/3d/default_gravity") |
8 | 8 | var velocity := Vector3.ZERO |
9 | 9 |
|
10 | | -@onready var ray_dir : Vector3 = global_position.direction_to(target).normalized() |
| 10 | +@onready var player: CharacterBody3D = get_node("/root/main/players/" + str(from_player) + "/" + str(from_player)) |
| 11 | +@onready var camera := player.get_node("SpringArm3D/Camera3D") |
| 12 | +@onready var ch_pos : Vector2 = player.get_node("crosshair").position + player.get_node("crosshair").size * 0.5 |
| 13 | +@onready var ray_dir : Vector3 = camera.project_ray_normal(ch_pos) |
11 | 14 | @export var bullet_velocity := 40 |
| 15 | +#@onready var raycast: RayCast3D = player.get_node("shoot_from/RayCast3D") |
| 16 | + |
| 17 | +var aim_direction |
| 18 | + |
| 19 | +@export var distance_limit: float = 5.0 |
12 | 20 |
|
13 | 21 | func _ready(): |
14 | | - print("hello world from: " + str(name)) |
15 | | -# var timer := Timer.new() |
16 | | -# self.add_child(timer) |
17 | | -# timer.connect("timeout", destroy) |
18 | | -# timer.set_wait_time(3) |
19 | | -# timer.start() |
20 | | - |
21 | | -#func _physics_process(delta): |
22 | | -# velocity.y += g * delta |
23 | | -# velocity=ray_dir * bullet_velocity |
24 | | -# global_transform.origin += velocity * delta |
25 | | - |
26 | | - #Add bullet_state to global_state after physic calculations |
27 | | -# bullet_state = [from_player, position] |
28 | | - |
29 | | - #if bullet doesnt exist add it to global_state |
30 | | -# if !get_node("/root/Main").global_state.has("bullet"): |
31 | | -# get_node("/root/Main").global_state["bullet"] = {} |
32 | | - |
33 | | - # add bullet_state to global_state |
34 | | -# get_node("/root/Main").global_state["bullet"][name] = bullet_state |
| 22 | + var timer := Timer.new() |
| 23 | + self.add_child(timer) |
| 24 | + timer.connect("timeout", destroy) |
| 25 | + timer.set_wait_time(4) |
| 26 | + timer.start() |
| 27 | + |
| 28 | +func _physics_process(delta): |
| 29 | + velocity.y += g * delta |
| 30 | + velocity= ray_dir * bullet_velocity |
| 31 | + global_transform.origin += velocity * delta |
| 32 | + |
| 33 | + #UDP: add bullet_state_udp to states_udp |
| 34 | + var bullet_state_udp: Dictionary = {} |
| 35 | + if position.distance_to(old_position) >0.00001: # only add if changed enough |
| 36 | + old_position=position |
| 37 | + bullet_state_udp["position"] = position |
| 38 | + if !bullet_state_udp.is_empty(): # only add if not empty |
| 39 | + #if states_udp doesnt have player category add it to states_udp |
| 40 | + if !get_node("/root/main/net").states_udp.has("bullet"): |
| 41 | + get_node("/root/main/net").states_udp["bullet"] = {} |
| 42 | + # add player_state to states_udp |
| 43 | + get_node("/root/main/net").states_udp["bullet"][name] = bullet_state_udp |
35 | 44 |
|
36 | 45 | func _on_body_entered(body): |
37 | 46 | print(str(name) + " collided with " + str(body.name)) |
38 | 47 | # if body is CharacterBody3D: |
39 | 48 | # body.damage(10) |
40 | 49 |
|
41 | | - #TODO: Why doesnt it get deleted from global_state???????????? |
42 | | -# get_node("/root/Main/").global_state["bullet"].erase(name) |
43 | | -# queue_free() |
| 50 | + queue_free() |
44 | 51 |
|
45 | 52 | func destroy(): |
46 | 53 | # get_node("/root/Main/").global_state["bullet"].erase(name) |
47 | 54 | queue_free() |
| 55 | + |
| 56 | +#TODO: free_bullet_on_client + server func in net.gd |
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