update network (move some function to object network)

This commit is contained in:
AleaJactaEst 2023-12-04 23:05:35 +01:00
parent aecd90483f
commit 088b14adc7
4 changed files with 216 additions and 125 deletions

View file

@ -1,27 +1,40 @@
extends Node
class_name PlayerNetworkingComponent
@export var character_movement_component : NodePath
@onready var PlayerRef = get_node(character_movement_component)
#@export var character_movement_component : NodePath
#@onready var player_ref = get_node(character_movement_component)
## Refrence to character mesh, should be assigned to a [Node3D] that is a parent to the actual mesh (Skeleton3D)
@export var mesh_ref : Node
## Refrence to a [RayCast3D] that should detect if character is on ground
@export var ground_check : RayCast3D
## Reference to Object CharacterMovementComponent
@export var character_movement_component : CharacterMovementComponent
## Reference Player
@export var player_ref:CharacterBody3D
var sync_camera_h_transform : Transform3D
var sync_camera_v_transform : Transform3D
var sync_view_mode : Global.VIEW_MODE = Global.VIEW_MODE.THIRD_PERSON
var sync_CameraHOffset : float
var sync_position : Vector3:
set(value):
sync_position = value
processed_position = false
var sync_mesh_rotation : Vector3
var sync_direction : Vector3
var sync_input_is_moving : bool
var sync_gait : Global.GAIT = Global.GAIT.WALKING
var sync_rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.VELOCITY_DIRECTION
var sync_stance : Global.STANCE = Global.STANCE.STANDING
var sync_movement_state : Global.MOVEMENT_STATE = Global.MOVEMENT_STATE.GROUNDED
var sync_movement_action : Global.MOVEMENT_ACTION = Global.MOVEMENT_ACTION.NONE
var sync_velocity : Vector3
var processed_position : bool
#var sync_camera_h_transform : Transform3D
#var sync_camera_v_transform : Transform3D
#var sync_view_mode : Global.VIEW_MODE = Global.VIEW_MODE.THIRD_PERSON
#var sync_CameraHOffset : float
#var sync_position : Vector3:
# set(value):
# sync_position = value
# processed_position = false
#var sync_mesh_rotation : Vector3
#var sync_direction : Vector3
#var sync_input_is_moving : bool
#var sync_gait : Global.GAIT = Global.GAIT.WALKING
#var sync_rotation_mode : Global.ROTATION_MODE = Global.ROTATION_MODE.VELOCITY_DIRECTION
#var sync_stance : Global.STANCE = Global.STANCE.STANDING
#var sync_movement_state : Global.MOVEMENT_STATE = Global.MOVEMENT_STATE.GROUNDED
#var sync_movement_action : Global.MOVEMENT_ACTION = Global.MOVEMENT_ACTION.NONE
#var sync_velocity : Vector3
#var processed_position : bool
var save_rot:Vector3
var tick:int = 0
var jump:Vector3 = Vector3(0.0, 0.0, 0.0)
var tickjump: int = 0
@export var id:int = 0:
@ -85,3 +98,76 @@ func _physics_process(_delta):
# sync_input_is_moving = PlayerRef.input_is_moving
# sync_view_mode = PlayerRef.camera_root.view_mode
# sync_CameraHOffset = PlayerRef.camera_root.CameraHOffset
func get_my_position() -> Vector3:
#return $SpringArm3D/Camera3D.get_global_position()
return player_ref.get_global_position()
func get_my_rotation() -> Vector3:
return mesh_ref.get_global_rotation()
func set_first_position_player(ctick:int, pos:Vector3, rot:Vector3):
set_my_position(pos)
set_my_rotation(rot)
func update_player(ctick:int, pos:Vector3, rot:Vector3, extra:int, ctickjump:int, vel:Vector3):
#print(tick, " - ", ctick)
if tick != ctick:
#set_my_rotation(rot)
print("extra:", extra, " ctickjump:", ctickjump, " tickjump:", tickjump)
if extra & 1:
set_my_position_onlyground(pos)
if tickjump == ctickjump:
print("Already Jump")
return
tickjump = ctickjump - 1
character_movement_component.jump()
print("Go Jump")
elif tickjump == 0 or ground_check.is_colliding():
print("No Jump")
tickjump = 0
set_my_position(pos)
set_my_rotation(rot)
else:
#set_my_position_onlyground(pos)
print("Always Jump")
tick = ctick
func set_my_position(pos:Vector3):
player_ref.set_global_position(pos)
func set_my_position_onlyground(pos:Vector3):
var newpos:Vector3 = Vector3(pos.x, player_ref.get_global_position().y ,pos.z)
player_ref.set_global_position(newpos)
func set_my_rotation(rot:Vector3):
save_rot = rot
print("Update ->" + str(rot), " ", mesh_ref.get_global_rotation())
mesh_ref.set_global_rotation(rot)
#$CharacterMovementComponent.input_direction = rot
pass
func is_jump() -> bool:
return jump != Vector3( 0.0, 0.0, 0.0)
func get_jump() -> Vector3:
var ret:Vector3 = jump
jump = Vector3(0.0, 0.0, 0.0)
return ret
func get_tickjump() -> int:
return tickjump
func get_comment() -> String:
return ""
func start_jump(vertical_velocity:Vector3):
jump = vertical_velocity
tickjump += 1

View file

@ -11,10 +11,10 @@ var camrot_v:float = 0.0
@export var h_sensitivity:float = 0.5
@export var v_sensitivity:float = 0.5
var save_rot:Vector3
var tick:int = 0
var jump:Vector3 = Vector3(0.0, 0.0, 0.0)
var tickjump: int = 0
#var save_rot:Vector3
#var tick:int = 0
#var jump:Vector3 = Vector3(0.0, 0.0, 0.0)
#var tickjump: int = 0
# Get the gravity from the project settings to be synced with RigidBody nodes.
@ -53,71 +53,82 @@ func _ready():
func _on_start_jump(vertical_velocity:Vector3):
jump = vertical_velocity
tickjump += 1
$PlayerNetworkingComponent.start_jump(vertical_velocity)
func get_my_position() -> Vector3:
#return $SpringArm3D/Camera3D.get_global_position()
return self.get_global_position()
return $PlayerNetworkingComponent.get_my_position()
#return self.get_global_position()
func get_my_rotation() -> Vector3:
return $PlayerNetworkingComponent.get_my_rotation()
#return $SpringArm3D/Camera3D.get_global_rotation()
#return $Armature/Skeleton3D.get_global_rotation()
#print($Armature/Skeleton3D.get_global_rotation(), "---", $Armature.get_global_rotation())
return $Armature.get_global_rotation()
#return $Armature.get_global_rotation()
func is_jump() -> bool:
return jump != Vector3( 0.0, 0.0, 0.0)
#return jump != Vector3( 0.0, 0.0, 0.0)
return $PlayerNetworkingComponent.is_jump()
func get_jump() -> Vector3:
var ret:Vector3 = jump
jump = Vector3(0.0, 0.0, 0.0)
return ret
# var ret:Vector3 = jump
# jump = Vector3(0.0, 0.0, 0.0)
# return ret
return $PlayerNetworkingComponent.get_jump()
func get_tickjump() -> int:
return tickjump
# return tickjump
return $PlayerNetworkingComponent.get_tickjump()
func set_first_position_player(ctick:int, pos:Vector3, rot:Vector3):
# set_my_position(pos)
# set_my_rotation(rot)
$PlayerNetworkingComponent.set_first_position_player(ctick, pos, rot)
func update_player(ctick:int, pos:Vector3, rot:Vector3, extra:int, ctickjump:int, vel:Vector3):
#print(tick, " - ", ctick)
if tick != ctick:
set_my_rotation(rot)
print("extra:", extra, " ctickjump:", ctickjump, " tickjump:", tickjump)
if extra & 1:
set_my_position_onlyground(pos)
if tickjump == ctickjump:
print("Already Jump")
return
tickjump = ctickjump - 1
$CharacterMovementComponent.jump()
print("Go Jump")
elif tickjump == 0 or $GroundCheck.is_colliding():
print("No Jump")
tickjump = 0
set_my_position(pos)
else:
set_my_position_onlyground(pos)
print("Always Jump")
tick = ctick
$PlayerNetworkingComponent.update_player(ctick, pos, rot, extra, ctickjump, vel)
# #print(tick, " - ", ctick)
# if tick != ctick:
# #set_my_rotation(rot)
# print("extra:", extra, " ctickjump:", ctickjump, " tickjump:", tickjump)
# if extra & 1:
# set_my_position_onlyground(pos)
# if tickjump == ctickjump:
# print("Already Jump")
# return
# tickjump = ctickjump - 1
# $CharacterMovementComponent.jump()
# print("Go Jump")
# elif tickjump == 0 or $GroundCheck.is_colliding():
# print("No Jump")
# tickjump = 0
# set_my_position(pos)
# set_my_rotation(rot)
# else:
# #set_my_position_onlyground(pos)
# print("Always Jump")
# tick = ctick
func set_my_position(pos:Vector3):
self.set_global_position(pos)
func set_my_position_onlyground(pos:Vector3):
var newpos:Vector3 = Vector3(pos.x, self.get_global_position().y ,pos.z)
self.set_global_position(newpos)
func set_my_rotation(rot:Vector3):
save_rot = rot
print("Update ->" + str(rot))
$Armature.set_global_rotation(rot)
#$CharacterMovementComponent.input_direction = rot
pass
#
#func set_my_position(pos:Vector3):
# self.set_global_position(pos)
#
#
#func set_my_position_onlyground(pos:Vector3):
# var newpos:Vector3 = Vector3(pos.x, self.get_global_position().y ,pos.z)
# self.set_global_position(newpos)
#
#func set_my_rotation(rot:Vector3):
# save_rot = rot
# print("Update ->" + str(rot), " ", $Armature.get_global_rotation())
# $Armature.set_global_rotation(rot)
# #$CharacterMovementComponent.input_direction = rot
# pass
func set_current_camera() -> void:
@ -141,7 +152,7 @@ func set_activate() -> void:
func get_comment() -> String:
return str(save_rot) + \
return $PlayerNetworkingComponent.get_comment() + \
" -> " + str($PlayerNetworkingComponent.is_local_authority()) + \
" -> " + str($CharacterMovementComponent.input_direction)
@ -175,12 +186,3 @@ func get_rotation_mode() -> String:
func get_movement_state() -> String:
return Global.MOVEMENT_STATE.keys()[$CharacterMovementComponent.movement_state]
#
func _process(_delta):
if ! $PlayerNetworkingComponent.is_local_authority():
if get_my_rotation() != save_rot:
print("Ohhhhhh : " + str( get_my_rotation()) + " != " + str(save_rot))
print("Ohhhhhh")
else:
print("Superrrr")
# $Armature.set_global_rotation(save_rot)

View file

@ -443,43 +443,43 @@ bones/0/name = "Hips"
bones/0/parent = -1
bones/0/rest = Transform3D(0.544576, -0.0348814, -0.837986, 0.0102475, 0.999337, -0.0349382, 0.838649, 0.0104393, 0.544573, -0.000172998, 0.901879, -0.00179914)
bones/0/enabled = true
bones/0/position = Vector3(0.00312781, 0.927551, -0.00757092)
bones/0/rotation = Quaternion(-0.037834, -0.367673, -0.0142571, 0.929076)
bones/0/position = Vector3(0.00227544, 0.92988, -0.00635014)
bones/0/rotation = Quaternion(-0.0387123, -0.367173, -0.0135771, 0.929247)
bones/0/scale = Vector3(1, 1, 1)
bones/1/name = "Spine"
bones/1/parent = 0
bones/1/rest = Transform3D(0.99963, -0.0129189, 0.0239171, 0.01122, 0.997494, 0.0698543, -0.0247596, -0.0695601, 0.99727, 4.88944e-09, 0.0992349, -0.0122733)
bones/1/enabled = true
bones/1/position = Vector3(4.88944e-09, 0.0992349, -0.0122733)
bones/1/rotation = Quaternion(-0.0105158, 0.040604, -0.00611894, 0.999101)
bones/1/rotation = Quaternion(-0.0118977, 0.0400234, -0.00580732, 0.999111)
bones/1/scale = Vector3(1, 1, 1)
bones/2/name = "Spine1"
bones/2/parent = 1
bones/2/rest = Transform3D(0.99985, -0.015446, 0.00786788, 0.0155655, 0.999761, -0.0153596, -0.00762876, 0.0154798, 0.999851, -2.79397e-09, 0.11732, 1.86265e-09)
bones/2/enabled = true
bones/2/position = Vector3(-2.79397e-09, 0.11732, 1.86265e-09)
bones/2/rotation = Quaternion(0.100729, 0.0823829, -0.00860192, 0.99146)
bones/2/rotation = Quaternion(0.0976705, 0.0812293, -0.00802303, 0.991866)
bones/2/scale = Vector3(1, 1, 1)
bones/3/name = "Spine2"
bones/3/parent = 2
bones/3/rest = Transform3D(0.999844, -0.014346, 0.0103258, 0.0156141, 0.990645, -0.135571, -0.00828427, 0.135711, 0.990714, -2.79397e-09, 0.134588, -2.51457e-08)
bones/3/enabled = true
bones/3/position = Vector3(-2.79397e-09, 0.134588, -2.51457e-08)
bones/3/rotation = Quaternion(0.160369, 0.081709, -0.0135765, 0.983576)
bones/3/rotation = Quaternion(0.157365, 0.080579, -0.012948, 0.984162)
bones/3/scale = Vector3(1, 1, 1)
bones/4/name = "Neck"
bones/4/parent = 3
bones/4/rest = Transform3D(0.968778, 0.12654, 0.213204, -0.00181599, 0.863542, -0.504273, -0.247921, 0.488142, 0.836811, 2.48197e-07, 0.150325, 0.00792907)
bones/4/enabled = true
bones/4/position = Vector3(2.48197e-07, 0.150325, 0.00792907)
bones/4/rotation = Quaternion(0.110971, -0.0101955, 0.0040895, 0.993763)
bones/4/rotation = Quaternion(0.1198, -0.0105286, 0.00283586, 0.992738)
bones/4/scale = Vector3(1, 1, 1)
bones/5/name = "Head"
bones/5/parent = 4
bones/5/rest = Transform3D(0.840773, 0.330252, 0.428993, -0.33245, 0.940342, -0.0723432, -0.427291, -0.0817944, 0.900406, 5.58794e-09, 0.107895, 5.21541e-08)
bones/5/enabled = true
bones/5/position = Vector3(5.58794e-09, 0.107895, 5.21541e-08)
bones/5/rotation = Quaternion(-0.0325945, 0.165362, -0.0680798, 0.98334)
bones/5/rotation = Quaternion(-0.0388961, 0.164742, -0.0632418, 0.983538)
bones/5/scale = Vector3(1, 1, 1)
bones/6/name = "HeadTop_End"
bones/6/parent = 5
@ -507,42 +507,42 @@ bones/9/parent = 3
bones/9/rest = Transform3D(-0.250988, 0.959361, -0.128958, 0.025503, -0.126623, -0.991623, -0.967654, -0.252174, 0.0073142, 0.0610582, 0.0911044, 0.00705553)
bones/9/enabled = true
bones/9/position = Vector3(0.0610582, 0.0911044, 0.00705553)
bones/9/rotation = Quaternion(-0.494723, -0.515895, 0.573428, -0.40035)
bones/9/rotation = Quaternion(-0.48807, -0.522248, 0.571186, -0.403474)
bones/9/scale = Vector3(1, 1, 1)
bones/10/name = "LeftArm"
bones/10/parent = 9
bones/10/rest = Transform3D(0.845869, -0.51692, -0.131522, 0.093338, 0.386222, -0.917671, 0.52516, 0.763954, 0.374941, 7.45058e-09, 0.129223, 3.95812e-08)
bones/10/enabled = true
bones/10/position = Vector3(7.45058e-09, 0.129223, 3.95812e-08)
bones/10/rotation = Quaternion(0.519371, -0.0859611, 0.145819, 0.837616)
bones/10/rotation = Quaternion(0.524602, -0.0808702, 0.144522, 0.835085)
bones/10/scale = Vector3(1, 1, 1)
bones/11/name = "LeftForeArm"
bones/11/parent = 10
bones/11/rest = Transform3D(0.138967, -0.989426, 0.0415226, 0.989436, 0.140472, 0.0358277, -0.0412816, 0.0361051, 0.998495, -4.47035e-08, 0.274229, -7.45058e-09)
bones/11/enabled = true
bones/11/position = Vector3(-4.47035e-08, 0.274229, -7.45058e-09)
bones/11/rotation = Quaternion(-0.0133006, 0.0907053, 0.438557, 0.894015)
bones/11/rotation = Quaternion(-0.00994509, 0.0923788, 0.445285, 0.890555)
bones/11/scale = Vector3(1, 1, 1)
bones/12/name = "LeftHand"
bones/12/parent = 11
bones/12/rest = Transform3D(0.746359, -0.304314, 0.591895, 0.184003, 0.949028, 0.255908, -0.639601, -0.0820888, 0.764311, 6.0536e-09, 0.276326, -1.49012e-08)
bones/12/enabled = true
bones/12/position = Vector3(6.0536e-09, 0.276326, -1.49012e-08)
bones/12/rotation = Quaternion(-0.160073, 0.124823, -0.00575505, 0.979164)
bones/12/rotation = Quaternion(-0.0931325, 0.118388, -0.00757654, 0.988561)
bones/12/scale = Vector3(1, 1, 1)
bones/13/name = "LeftHandMiddle1"
bones/13/parent = 12
bones/13/rest = Transform3D(0.98654, 0.118644, -0.112532, -0.118809, 0.0472127, -0.991794, -0.112357, 0.991814, 0.0606732, -3.12924e-07, 0.127755, -7.63685e-08)
bones/13/enabled = true
bones/13/position = Vector3(-3.12924e-07, 0.127755, -7.63685e-08)
bones/13/rotation = Quaternion(0.125917, 0.0058918, -0.084686, 0.988402)
bones/13/rotation = Quaternion(0.130853, 0.00458425, -0.0777684, 0.988336)
bones/13/scale = Vector3(1, 1, 1)
bones/14/name = "LeftHandMiddle2"
bones/14/parent = 13
bones/14/rest = Transform3D(0.980685, 0.110739, -0.161229, -0.112737, -0.353585, -0.928584, -0.159838, 0.928824, -0.334271, -7.45058e-09, 0.0361397, -5.21541e-08)
bones/14/enabled = true
bones/14/position = Vector3(-7.45058e-09, 0.0361397, -5.21541e-08)
bones/14/rotation = Quaternion(0.190678, -0.00131862, 0.014437, 0.981546)
bones/14/rotation = Quaternion(0.195944, -0.00135003, 0.0150253, 0.980499)
bones/14/scale = Vector3(1, 1, 1)
bones/15/name = "LeftHandMiddle3"
bones/15/parent = 14
@ -563,14 +563,14 @@ bones/17/parent = 12
bones/17/rest = Transform3D(0.922249, -0.296379, 0.248225, 0.374682, 0.843413, -0.385056, -0.0952333, 0.448123, 0.888885, -0.0300309, 0.0378879, 0.0216701)
bones/17/enabled = true
bones/17/position = Vector3(-0.0300309, 0.0378879, 0.0216701)
bones/17/rotation = Quaternion(0.285276, 0.111821, 0.191875, 0.932362)
bones/17/rotation = Quaternion(0.285616, 0.114447, 0.185788, 0.933171)
bones/17/scale = Vector3(1, 1, 1)
bones/18/name = "LeftHandThumb2"
bones/18/parent = 17
bones/18/rest = Transform3D(0.793061, 0.491162, -0.360297, -0.562049, 0.818065, -0.121947, 0.234851, 0.299216, 0.924832, 1.19209e-07, 0.0474499, -2.44938e-07)
bones/18/enabled = true
bones/18/position = Vector3(1.19209e-07, 0.0474499, -2.44938e-07)
bones/18/rotation = Quaternion(-0.00753574, 0.000695847, -0.000678539, 0.999971)
bones/18/rotation = Quaternion(-0.00777468, 0.0011934, -0.000695829, 0.999969)
bones/18/scale = Vector3(1, 1, 1)
bones/19/name = "LeftHandThumb3"
bones/19/parent = 18
@ -591,14 +591,14 @@ bones/21/parent = 12
bones/21/rest = Transform3D(0.983723, 0.142189, -0.109869, -0.119058, 0.0577917, -0.991204, -0.134589, 0.988151, 0.0737798, -0.0282207, 0.122666, 0.00231682)
bones/21/enabled = true
bones/21/position = Vector3(-0.0282207, 0.122666, 0.00231682)
bones/21/rotation = Quaternion(0.0337901, -0.00587572, 0.0611026, 0.997542)
bones/21/rotation = Quaternion(0.0427863, -0.00484731, 0.0621866, 0.997135)
bones/21/scale = Vector3(1, 1, 1)
bones/22/name = "LeftHandIndex2"
bones/22/parent = 21
bones/22/rest = Transform3D(0.978949, 0.10384, -0.175717, -0.111366, -0.44972, -0.8862, -0.171047, 0.887113, -0.428688, 1.11759e-07, 0.0389198, -5.96046e-08)
bones/22/enabled = true
bones/22/position = Vector3(1.11759e-07, 0.0389198, -5.96046e-08)
bones/22/rotation = Quaternion(0.143637, -0.000740282, -0.00676793, 0.989607)
bones/22/rotation = Quaternion(0.159694, -0.00112646, -0.00477859, 0.987154)
bones/22/scale = Vector3(1, 1, 1)
bones/23/name = "LeftHandIndex3"
bones/23/parent = 22
@ -619,14 +619,14 @@ bones/25/parent = 12
bones/25/rest = Transform3D(0.991492, 0.0540781, -0.118406, -0.118263, -0.00584495, -0.992965, -0.0543897, 0.99852, 0.000600219, 0.0221662, 0.12147, -9.90927e-05)
bones/25/enabled = true
bones/25/position = Vector3(0.0221662, 0.12147, -9.90927e-05)
bones/25/rotation = Quaternion(0.266201, -0.0136685, -0.129325, 0.955105)
bones/25/rotation = Quaternion(0.271034, -0.0161478, -0.122836, 0.954563)
bones/25/scale = Vector3(1, 1, 1)
bones/26/name = "LeftHandRing2"
bones/26/parent = 25
bones/26/rest = Transform3D(0.981497, 0.113181, -0.154445, -0.116659, -0.286137, -0.951061, -0.151835, 0.951481, -0.267639, -3.72529e-08, 0.036012, -1.11759e-07)
bones/26/enabled = true
bones/26/position = Vector3(-3.72529e-08, 0.036012, -1.11759e-07)
bones/26/rotation = Quaternion(0.27616, 0.00168095, 0.0244073, 0.9608)
bones/26/rotation = Quaternion(0.281487, 0.00171936, 0.0247282, 0.959245)
bones/26/scale = Vector3(1, 1, 1)
bones/27/name = "LeftHandRing3"
bones/27/parent = 26
@ -647,14 +647,14 @@ bones/29/parent = 12
bones/29/rest = Transform3D(0.991785, 0.0101279, -0.127516, -0.126197, -0.0855001, -0.988314, -0.0209122, 0.996287, -0.0835196, 0.0472581, 0.109082, 0.00226384)
bones/29/enabled = true
bones/29/position = Vector3(0.0472581, 0.109082, 0.00226384)
bones/29/rotation = Quaternion(0.2921, -0.0144718, -0.162605, 0.942352)
bones/29/rotation = Quaternion(0.296593, -0.0172769, -0.156007, 0.942017)
bones/29/scale = Vector3(1, 1, 1)
bones/30/name = "LeftHandPinky2"
bones/30/parent = 29
bones/30/rest = Transform3D(0.989305, 0.129006, -0.068066, -0.049097, -0.144898, -0.988228, -0.13735, 0.981001, -0.137015, -5.96046e-08, 0.0413669, -1.49012e-08)
bones/30/enabled = true
bones/30/position = Vector3(-5.96046e-08, 0.0413669, -1.49012e-08)
bones/30/rotation = Quaternion(0.337141, 0.0112626, 0.0499093, 0.940063)
bones/30/rotation = Quaternion(0.342265, 0.011484, 0.0499625, 0.938204)
bones/30/scale = Vector3(1, 1, 1)
bones/31/name = "LeftHandPinky3"
bones/31/parent = 30
@ -675,42 +675,42 @@ bones/33/parent = 3
bones/33/rest = Transform3D(-0.214833, -0.949432, 0.228968, -0.0511495, -0.223182, -0.973434, 0.975311, -0.220837, -0.000616074, -0.061057, 0.0911053, 0.00705566)
bones/33/enabled = true
bones/33/position = Vector3(-0.061057, 0.0911053, 0.00705566)
bones/33/rotation = Quaternion(0.547768, -0.474872, 0.540832, 0.426552)
bones/33/rotation = Quaternion(0.537594, -0.484728, 0.539166, 0.430503)
bones/33/scale = Vector3(1, 1, 1)
bones/34/name = "RightArm"
bones/34/parent = 33
bones/34/rest = Transform3D(0.555382, 0.714901, -0.424814, -0.786414, 0.285417, -0.547804, -0.270377, 0.63832, 0.720724, -2.23517e-08, 0.129223, 9.12696e-08)
bones/34/enabled = true
bones/34/position = Vector3(-2.23517e-08, 0.129223, 9.12696e-08)
bones/34/rotation = Quaternion(0.506377, 0.0947784, 0.0788673, 0.853451)
bones/34/rotation = Quaternion(0.510013, 0.0879829, 0.0763869, 0.852239)
bones/34/scale = Vector3(1, 1, 1)
bones/35/name = "RightForeArm"
bones/35/parent = 34
bones/35/rest = Transform3D(-0.491194, 0.870247, -0.0374029, -0.870282, -0.488505, 0.0630281, 0.0365786, 0.0635101, 0.997311, 7.45058e-09, 0.274776, -3.72529e-08)
bones/35/enabled = true
bones/35/position = Vector3(7.45058e-09, 0.274776, -3.72529e-08)
bones/35/rotation = Quaternion(0.0491453, -0.0414456, -0.425895, 0.902486)
bones/35/rotation = Quaternion(0.0553885, -0.0538736, -0.429401, 0.899803)
bones/35/scale = Vector3(1, 1, 1)
bones/36/name = "RightHand"
bones/36/parent = 35
bones/36/rest = Transform3D(0.953663, 0.121098, 0.275431, -0.18063, 0.962538, 0.202223, -0.240624, -0.242603, 0.939811, 7.45058e-09, 0.276868, 5.96046e-08)
bones/36/enabled = true
bones/36/position = Vector3(7.45058e-09, 0.276868, 5.96046e-08)
bones/36/rotation = Quaternion(0.107103, -0.0242325, -0.0679675, 0.991626)
bones/36/rotation = Quaternion(0.110608, -0.0171129, -0.0640768, 0.991649)
bones/36/scale = Vector3(1, 1, 1)
bones/37/name = "RightHandMiddle1"
bones/37/parent = 36
bones/37/rest = Transform3D(0.986308, -0.119644, 0.1135, 0.119813, 0.0469439, -0.991686, 0.113321, 0.991706, 0.060636, 3.50177e-07, 0.127755, -8.9407e-08)
bones/37/enabled = true
bones/37/position = Vector3(3.50177e-07, 0.127755, -8.9407e-08)
bones/37/rotation = Quaternion(0.111072, 0.00853888, 0.0245726, 0.993472)
bones/37/rotation = Quaternion(0.110499, 0.00839362, 0.025197, 0.993521)
bones/37/scale = Vector3(1, 1, 1)
bones/38/name = "RightHandMiddle2"
bones/38/parent = 37
bones/38/rest = Transform3D(0.980361, -0.111685, 0.162538, 0.114835, -0.346749, -0.930902, 0.160328, 0.931285, -0.327114, 6.70552e-08, 0.0361398, -1.02445e-07)
bones/38/enabled = true
bones/38/position = Vector3(6.70552e-08, 0.0361398, -1.02445e-07)
bones/38/rotation = Quaternion(0.267004, 0.00139887, -0.0173669, 0.963538)
bones/38/rotation = Quaternion(0.287916, 0.00155106, -0.0192914, 0.95746)
bones/38/scale = Vector3(1, 1, 1)
bones/39/name = "RightHandMiddle3"
bones/39/parent = 38
@ -731,14 +731,14 @@ bones/41/parent = 36
bones/41/rest = Transform3D(0.940404, 0.29207, -0.174168, -0.340048, 0.811489, -0.475239, 0.00253238, 0.506143, 0.862446, 0.0300309, 0.037888, 0.0216703)
bones/41/enabled = true
bones/41/position = Vector3(0.0300309, 0.037888, 0.0216703)
bones/41/rotation = Quaternion(0.2028, 0.0244504, -0.227235, 0.952176)
bones/41/rotation = Quaternion(0.203503, 0.0243716, -0.228029, 0.951838)
bones/41/scale = Vector3(1, 1, 1)
bones/42/name = "RightHandThumb2"
bones/42/parent = 41
bones/42/rest = Transform3D(0.793791, -0.608189, -0.00159446, 0.595053, 0.777184, -0.204689, 0.125729, 0.161531, 0.978826, -1.2666e-07, 0.0474498, -2.68221e-07)
bones/42/enabled = true
bones/42/position = Vector3(-1.2666e-07, 0.0474498, -2.68221e-07)
bones/42/rotation = Quaternion(0.00542446, 0.00144238, 0.182246, 0.983237)
bones/42/rotation = Quaternion(0.00584862, 0.00126717, 0.181441, 0.983384)
bones/42/scale = Vector3(1, 1, 1)
bones/43/name = "RightHandThumb3"
bones/43/parent = 42
@ -759,14 +759,14 @@ bones/45/parent = 36
bones/45/rest = Transform3D(0.978763, -0.172845, 0.110213, 0.120904, 0.0525683, -0.991271, 0.165542, 0.983545, 0.0723496, 0.0282207, 0.122666, 0.00231693)
bones/45/enabled = true
bones/45/position = Vector3(0.0282207, 0.122666, 0.00231693)
bones/45/rotation = Quaternion(0.0391609, 0.0098452, 0.0102146, 0.999132)
bones/45/rotation = Quaternion(0.0391871, 0.0100315, 0.00890335, 0.999142)
bones/45/scale = Vector3(1, 1, 1)
bones/46/name = "RightHandIndex2"
bones/46/parent = 45
bones/46/rest = Transform3D(0.978593, -0.104714, 0.177172, 0.106914, -0.476935, -0.872412, 0.175853, 0.872679, -0.45553, 1.49012e-07, 0.0389196, -8.75443e-08)
bones/46/enabled = true
bones/46/position = Vector3(1.49012e-07, 0.0389196, -8.75443e-08)
bones/46/rotation = Quaternion(0.147256, 0.000202321, 0.00967147, 0.989051)
bones/46/rotation = Quaternion(0.146666, 0.00015375, 0.00972812, 0.989138)
bones/46/scale = Vector3(1, 1, 1)
bones/47/name = "RightHandIndex3"
bones/47/parent = 46
@ -787,14 +787,14 @@ bones/49/parent = 36
bones/49/rest = Transform3D(0.991829, -0.0281871, 0.124419, 0.122843, -0.0520322, -0.991061, 0.0344089, 0.998247, -0.0481446, -0.0221661, 0.12147, -9.89214e-05)
bones/49/enabled = true
bones/49/position = Vector3(-0.0221661, 0.12147, -9.89214e-05)
bones/49/rotation = Quaternion(0.189006, -0.00837756, 0.0668801, 0.97966)
bones/49/rotation = Quaternion(0.199561, -0.00745596, 0.0661095, 0.977624)
bones/49/scale = Vector3(1, 1, 1)
bones/50/name = "RightHandRing2"
bones/50/parent = 49
bones/50/rest = Transform3D(0.982662, -0.117406, 0.143498, 0.122607, -0.169092, -0.977944, 0.139081, 0.978583, -0.151765, -7.45058e-09, 0.036012, 0)
bones/50/enabled = true
bones/50/position = Vector3(-7.45058e-09, 0.036012, 0)
bones/50/rotation = Quaternion(0.322055, -0.00236413, -0.0343392, 0.946095)
bones/50/rotation = Quaternion(0.332438, -0.0024389, -0.0352165, 0.942464)
bones/50/scale = Vector3(1, 1, 1)
bones/51/name = "RightHandRing3"
bones/51/parent = 50
@ -815,14 +815,14 @@ bones/53/parent = 36
bones/53/rest = Transform3D(0.989897, 0.0602255, 0.128364, 0.133612, -0.0931972, -0.986642, -0.0474579, 0.993824, -0.100302, -0.047258, 0.109082, 0.00226358)
bones/53/enabled = true
bones/53/position = Vector3(-0.047258, 0.109082, 0.00226358)
bones/53/rotation = Quaternion(0.207056, -0.0111269, 0.0918481, 0.973944)
bones/53/rotation = Quaternion(0.208359, -0.0111396, 0.0916531, 0.973685)
bones/53/scale = Vector3(1, 1, 1)
bones/54/name = "RightHandPinky2"
bones/54/parent = 53
bones/54/rest = Transform3D(0.983236, -0.118306, 0.138749, 0.122507, -0.134994, -0.983244, 0.135054, 0.983758, -0.118237, -2.98023e-08, 0.0413665, 4.24334e-08)
bones/54/enabled = true
bones/54/position = Vector3(-2.98023e-08, 0.0413665, 4.24334e-08)
bones/54/rotation = Quaternion(0.350985, -0.0122761, -0.0691872, 0.933741)
bones/54/rotation = Quaternion(0.361046, -0.0127254, -0.0698286, 0.929843)
bones/54/scale = Vector3(1, 1, 1)
bones/55/name = "RightHandPinky3"
bones/55/parent = 54
@ -843,28 +843,28 @@ bones/57/parent = 0
bones/57/rest = Transform3D(-0.919821, -0.336213, -0.202214, 0.264978, -0.912457, 0.311783, -0.289337, 0.233202, 0.928386, -0.0912445, -0.0665637, -0.000553781)
bones/57/enabled = true
bones/57/position = Vector3(-0.0912445, -0.0665637, -0.000553781)
bones/57/rotation = Quaternion(-0.124375, 0.0250602, 0.983571, 0.128419)
bones/57/rotation = Quaternion(-0.124386, 0.0181732, 0.983642, 0.129019)
bones/57/scale = Vector3(1, 1, 1)
bones/58/name = "RightLeg"
bones/58/parent = 57
bones/58/rest = Transform3D(0.997811, 0.0392429, -0.0532304, 0.00932048, 0.713425, 0.70067, 0.0654722, -0.699632, 0.711497, 4.84288e-08, 0.405994, 2.6077e-08)
bones/58/enabled = true
bones/58/position = Vector3(4.84288e-08, 0.405994, 2.6077e-08)
bones/58/rotation = Quaternion(-0.309362, 0.0724978, -0.0199418, 0.947967)
bones/58/rotation = Quaternion(-0.299426, 0.0745827, -0.0191077, 0.951008)
bones/58/scale = Vector3(1, 1, 1)
bones/59/name = "RightFoot"
bones/59/parent = 58
bones/59/rest = Transform3D(0.96994, -0.122934, 0.210008, 0.229929, 0.180407, -0.95634, 0.0796801, 0.975879, 0.20325, -1.02445e-08, 0.42099, 9.31323e-09)
bones/59/enabled = true
bones/59/position = Vector3(-1.02445e-08, 0.42099, 9.31323e-09)
bones/59/rotation = Quaternion(0.599817, 0.0610654, 0.112575, 0.789821)
bones/59/rotation = Quaternion(0.596368, 0.0609206, 0.11255, 0.792443)
bones/59/scale = Vector3(1, 1, 1)
bones/60/name = "RightToeBase"
bones/60/parent = 59
bones/60/rest = Transform3D(0.999367, 6.43255e-05, 0.0355612, 0.0227211, 0.768109, -0.639916, -0.027356, 0.640319, 0.767622, -5.51563e-09, 0.16432, -1.09159e-07)
bones/60/enabled = true
bones/60/position = Vector3(-5.51563e-09, 0.16432, -1.09159e-07)
bones/60/rotation = Quaternion(0.353957, 0.0206325, 0.00390541, 0.935026)
bones/60/rotation = Quaternion(0.354077, 0.0198134, 0.00428441, 0.934996)
bones/60/scale = Vector3(1, 1, 1)
bones/61/name = "RightToe_End"
bones/61/parent = 60
@ -878,28 +878,28 @@ bones/62/parent = 0
bones/62/rest = Transform3D(-0.893651, 0.403296, 0.196826, -0.227377, -0.785047, 0.576195, 0.386895, 0.470164, 0.793258, 0.0912445, -0.0665636, -0.000553777)
bones/62/enabled = true
bones/62/position = Vector3(0.0912445, -0.0665636, -0.000553777)
bones/62/rotation = Quaternion(0.0774945, 0.218253, 0.96698, -0.106346)
bones/62/rotation = Quaternion(0.0789879, 0.212269, 0.968328, -0.10509)
bones/62/scale = Vector3(1, 1, 1)
bones/63/name = "LeftLeg"
bones/63/parent = 62
bones/63/rest = Transform3D(0.99576, 0.0029921, 0.0919402, -0.056273, 0.810456, 0.583091, -0.0727688, -0.585792, 0.807188, 5.12227e-08, 0.405994, -2.04891e-08)
bones/63/enabled = true
bones/63/position = Vector3(5.12227e-08, 0.405994, -2.04891e-08)
bones/63/rotation = Quaternion(-0.314195, 0.120707, -0.0387034, 0.940858)
bones/63/rotation = Quaternion(-0.306932, 0.121777, -0.0389884, 0.943103)
bones/63/scale = Vector3(1, 1, 1)
bones/64/name = "LeftFoot"
bones/64/parent = 63
bones/64/rest = Transform3D(0.977802, 0.128039, -0.165856, -0.209522, 0.59104, -0.778956, -0.00170929, 0.796415, 0.604748, -2.04891e-08, 0.42099, 6.98492e-09)
bones/64/enabled = true
bones/64/position = Vector3(-2.04891e-08, 0.42099, 6.98492e-09)
bones/64/rotation = Quaternion(0.48802, -0.0224361, -0.040733, 0.871593)
bones/64/rotation = Quaternion(0.485511, -0.0222796, -0.0403092, 0.873017)
bones/64/scale = Vector3(1, 1, 1)
bones/65/name = "LeftToeBase"
bones/65/parent = 64
bones/65/rest = Transform3D(0.999367, -0.000945242, -0.0355486, -0.0227206, 0.752033, -0.658734, 0.0273564, 0.659125, 0.751536, 3.66616e-08, 0.16432, -1.10293e-07)
bones/65/enabled = true
bones/65/position = Vector3(3.66616e-08, 0.16432, -1.10293e-07)
bones/65/rotation = Quaternion(0.358277, 0.00126557, -0.0287554, 0.933172)
bones/65/rotation = Quaternion(0.358755, -0.000506015, -0.0293594, 0.93297)
bones/65/scale = Vector3(1, 1, 1)
bones/66/name = "LeftToe_End"
bones/66/parent = 65
@ -918,7 +918,7 @@ mesh = SubResource("ArrayMesh_ludfp")
skin = SubResource("Skin_0b2ap")
[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Armature/Skeleton3D"]
transform = Transform3D(0.998035, -0.059141, 0.0207047, 0.0607923, 0.83381, -0.548694, 0.0151865, 0.548875, 0.835767, -0.0201189, 1.49454, 0.113379)
transform = Transform3D(0.997604, -0.0679101, 0.0132223, 0.0643388, 0.840348, -0.538215, 0.0254388, 0.537776, 0.842704, -0.0203131, 1.4981, 0.110149)
bone_name = "Head"
bone_idx = 5
@ -970,9 +970,12 @@ UsingCrouchToggle = true
character_component = NodePath("../CharacterMovementComponent")
networking = NodePath("../PlayerNetworkingComponent")
[node name="PlayerNetworkingComponent" type="Node" parent="."]
[node name="PlayerNetworkingComponent" type="Node" parent="." node_paths=PackedStringArray("mesh_ref", "ground_check", "character_movement_component", "player_ref")]
script = ExtResource("6_uat01")
mesh_ref = NodePath("../Armature")
ground_check = NodePath("../GroundCheck")
character_movement_component = NodePath("../CharacterMovementComponent")
player_ref = NodePath("..")
[node name="CharacterMovementComponent" type="Node" parent="." node_paths=PackedStringArray("networking", "targeting_component", "mesh_ref", "anim_ref", "skeleton_ref", "collision_shape_ref", "camera_root", "character_node", "ground_check", "look_at_object")]
script = ExtResource("7_bwjer")

View file

@ -84,7 +84,7 @@ func _on_connexion_updated(new_state:Multi.Connexion):
func _on_update_me(tick:int, pos:Vector3, rot:Vector3):
$PlayerSpawnLocation.get_child(0).update_player(tick, pos, rot, 0, 0, Vector3(0.0, 0.0, 0.0))
$PlayerSpawnLocation.get_child(0).set_first_position_player(tick, pos, rot)
func _on_update_player(id:int, tick:int, pos:Vector3, rot:Vector3, extra:int, tickjump:int, vel:Vector3):