Sync player piloting state
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@ -143,13 +143,15 @@ func _on_property_update(uuid: String, property_name: String, value: Variant):
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_handle_ship_sync_rotation(value)
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_handle_ship_sync_rotation(value)
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else:
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else:
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node.set(property_name, value)
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node.set(property_name, value)
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else:
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else:
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printerr("Received property update but node_id is wrong? Expected " + str(uuid) + " but got " + str(uuid))
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printerr("Received property update but node_id is wrong? Expected " + str(uuid) + " but got " + str(uuid))
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func _sync_piloting_state():
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func _sync_piloting_state():
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NetworkManager.sync_property(network_uuid, "ship_is_piloted", ship_is_piloted)
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NetworkManager.sync_property(network_uuid, "ship_is_piloted", ship_is_piloted)
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NetworkManager.sync_property(network_uuid, "piloting_player", piloting_player)
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if piloting_player != null:
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NetworkManager.sync_property(network_uuid, "piloting_player", piloting_player.network_uuid)
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else:
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NetworkManager.sync_property(network_uuid, "piloting_player", "")
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func _send_ship_sync():
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func _send_ship_sync():
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if Time.get_ticks_msec() - last_sync_time > sync_interval * 1000:
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if Time.get_ticks_msec() - last_sync_time > sync_interval * 1000:
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@ -176,4 +178,4 @@ func _handle_ship_sync_rotation(rot: Vector3):
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angular_velocity = delta_rot.get_euler() / delta_time
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angular_velocity = delta_rot.get_euler() / delta_time
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# Apply server rotation directly
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# Apply server rotation directly
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global_rotation = Quaternion.from_euler(rot).get_euler()
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global_rotation = Quaternion.from_euler(rot).get_euler()
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