NPCs can now carry objects.
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parent
a6c9909f26
commit
c0d3c68fb3
8 changed files with 130 additions and 23 deletions
scripts/utils
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@ -271,7 +271,7 @@ func player_sync_call(position: Vector3, rotation: Vector3) -> void:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the player state.
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@rpc("any_peer", "call_local", "reliable")
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@rpc("any_peer", "call_remote", "reliable")
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func player_sync(position: Vector3, rotation: Vector3) -> void:
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if verify_id(multiplayer.get_remote_sender_id()):
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for peer: String in peers:
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@ -287,9 +287,35 @@ func npc_sync_call(position: Vector3, rotation: Vector3, node_name: String) -> v
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the npc state.
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@rpc("any_peer", "call_local", "reliable")
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@rpc("any_peer", "call_remote", "reliable")
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func npc_sync(position: Vector3, rotation: Vector3, node_name: String) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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var npc: CharacterBody3D = get_node("/root/"+Game.mapname+"/"+node_name)
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npc.position = position
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npc.rotation = rotation
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func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void:
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var npc_path: NodePath = npc.get_path()
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var carryable_path: NodePath = carryable.get_path()
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for peer: int in Networking.get_ids():
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if rpc_id(peer, "pick_up_sync", npc_path, carryable_path) != OK:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the object that is picked up by the npc.
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@rpc("any_peer", "call_local", "reliable")
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func pick_up_sync(npc: NodePath, carryable: NodePath) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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(get_node(npc) as NPC).pick_up(get_node(carryable) as Carryable)
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func set_down_sync_call(npc: NPC, carryable: Carryable) -> void:
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var npc_path: NodePath = npc.get_path()
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var carryable_path: NodePath = carryable.get_path()
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for peer: int in Networking.get_ids():
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if rpc_id(peer, "set_down_sync", npc_path, carryable_path) != OK:
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Log.warning("Couldn't send RPC to %d!" % peer)
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# Synchronizes the object that is picked up by the npc.
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@rpc("any_peer", "call_local", "reliable")
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func set_down_sync(npc: NodePath, carryable: NodePath) -> void:
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if managerID == multiplayer.get_remote_sender_id():
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(get_node(npc) as NPC).set_down(get_node(carryable) as Carryable)
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