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extends RigidBody
var in_use : bool = false
var user = null
var world = null
func _ready():
world = get_tree().get_root().find_node("GAMEWORLD", true, false)
remote func update_phys_transform(t, lv, av):
transform = t
linear_velocity = lv
angular_velocity = av
remotesync func net_apply_impulse(impulse_v):
apply_central_impulse(impulse_v)
func _integrate_forces(state):
if is_network_master() and mode == MODE_RIGID:
rpc("update_phys_transform", transform, linear_velocity, angular_velocity)
remotesync func set_net_owner(id, char_name):
set_network_master(id)
if id == 1 and char_name == "NONE": #not under control
on_no_control()
if user != null:
user.lose_machine()
user = null
in_use = false
else:
in_use = true
user = world.get_node("PLAYERS/"+char_name)
user.take_control_of_machine(self)
if is_network_master():
on_new_control()
func relinquish_control():
rpc("set_net_owner", 1, "NONE")
#TO BE OVERRIDDEN BY CHILDREN
func on_new_control():
pass
func on_no_control():
pass
func attack1():
pass
func attack2():
pass
func direction_input(fwd,bwd,left,right,_left,_right):
pass
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