38 lines
1.3 KiB
GDScript
38 lines
1.3 KiB
GDScript
extends Node
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class_name PlayerController
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# TODO: Change this to custom pawn type
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var possessed_pawn: Node # The character this controller is currently driving
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func _ready():
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# --- FIX: Manually enable input processing for this node ---
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set_process_input(true)
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func _physics_process (delta):
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if not is_multiplayer_authority():
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return
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# 1. Gather all input states for this frame.
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var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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var is_interact_just_pressed = Input.is_action_just_pressed("interact")
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var is_interact_held = Input.is_action_pressed("interact")
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#print(is_interact_just_pressed)
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#print(input_dir)
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# 2. Send the collected input state to the server via RPC.
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server_process_input.rpc_id(1, input_dir, is_interact_just_pressed, is_interact_held)
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@rpc("any_peer", "call_local")
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func server_process_input(input_dir: Vector2, is_interact_just_pressed: bool, is_interact_held: bool):
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if is_instance_valid(possessed_pawn):
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possessed_pawn.set_movement_input(input_dir)
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# Pass both interact states to the pawn
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possessed_pawn.set_interaction_input(is_interact_just_pressed, is_interact_held)
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func possess(pawn_to_control: Node):
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possessed_pawn = pawn_to_control
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reparent(pawn_to_control, false)
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self.owner = pawn_to_control
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print("PlayerController possessed: ", possessed_pawn.name)
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