maybe maybe maybe
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@ -123,21 +123,25 @@ func _on_player_exited(body):
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func send_network_update():
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if NetworkManager.is_host:
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if ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id or !ship_is_piloted:
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NetworkManager.sync_property_to_all_except_host(network_uuid, "global_position", global_position)
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NetworkManager.sync_property_to_all_except_host(network_uuid, "global_rotation", global_rotation)
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if global_position != previous_position or global_transform.basis.get_rotation_quaternion() != previous_rotation:
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NetworkManager.sync_property_to_all_except_host(network_uuid, "global_position", global_position)
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NetworkManager.sync_property_to_all_except_host(network_uuid, "global_rotation", global_transform.basis.get_rotation_quaternion())
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previous_position = global_position
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previous_rotation = global_transform.basis.get_rotation_quaternion()
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elif ship_is_piloted and piloting_player.steam_id == NetworkManager.steam_id:
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NetworkManager.sync_property_to_all(network_uuid, "global_position", global_position)
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NetworkManager.sync_property_to_all(network_uuid, "global_rotation", global_rotation)
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else:
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GameConsole.log_warning("This should never be hit. If it is, something is wrong with send network logic on the ship.")
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if global_position != previous_position or global_transform.basis.get_rotation_quaternion() != previous_rotation:
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NetworkManager.sync_property_to_all(network_uuid, "global_position", global_position)
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NetworkManager.sync_property_to_all(network_uuid, "global_rotation", global_transform.basis.get_rotation_quaternion())
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previous_position = global_position
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previous_rotation = global_transform.basis.get_rotation_quaternion()
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func receive_global_position_update(value: Vector3):
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target_position = value
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func receive_global_rotation_update(value: Quaternion):
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target_rotation = value
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func receive_global_rotation_update(value: Vector3):
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target_rotation = Quaternion().from_euler(value)
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func _on_property_update(node_id: String, property_name: String, value: Variant) -> void:
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