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CharacterController.cs
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79 lines (64 loc) · 1.97 KB
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using Godot;
using NakamacSharpTutorial;
using Newtonsoft.Json;
using System;
using System.Text.Json.Serialization;
public partial class CharacterController : CharacterBody2D
{
public const float Speed = 300.0f;
public const float JumpVelocity = -400.0f;
public PlayerInfo Info;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();
public override void _Ready()
{
base._Ready();
NakamaClient.Client.PlayerDataSync += onPlayerDataSync;
}
public void SetupPlayer(string name, Vector2 position){
GlobalPosition = position;
GetNode<Label>("Label").Text = name;
}
private void onPlayerDataSync(string data)
{
var playerData = JsonConvert.DeserializeObject<PlayerSyncData>(data);
if(playerData.Id == Name){
GlobalPosition = playerData.Position;
RotationDegrees = playerData.RotationDegrees;
}
}
public override void _PhysicsProcess(double delta)
{
if(Name == NakamaClient.Session.Username){
Vector2 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
velocity.Y += gravity * (float)delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
velocity.Y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (direction != Vector2.Zero)
{
velocity.X = direction.X * Speed;
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
syncData();
}
}
private void syncData(){
PlayerSyncData playerSyncData = new PlayerSyncData(){
Position = GlobalPosition,
RotationDegrees = RotationDegrees,
Id = Name
};
NakamaClient.SyncData(JsonConvert.SerializeObject(playerSyncData), 1);
}
}