AceField/Scripts/Logic/PlayerInput.cs

58 lines
1.3 KiB
C#

using Godot;
namespace AceField.Scripts.Logic;
public partial class PlayerInput : MultiplayerSynchronizer
{
[Export] public bool IsDashing;
[Export] public bool IsBuilding;
[Export] public bool IsShooting;
[Export] public bool IsReloading;
[Export] public Vector2 MovementDirection;
private bool IsCurrentPlayer => GetMultiplayerAuthority() == Multiplayer.GetUniqueId();
public override void _Ready()
{
if (IsCurrentPlayer) return;
SetProcess(false);
SetPhysicsProcess(false);
}
[Rpc(CallLocal = true)]
private void Dash()
=> IsDashing = true;
[Rpc(CallLocal = true)]
private void Shoot()
=> IsShooting = true;
[Rpc(CallLocal = true)]
private void Reload()
=> IsReloading = true;
[Rpc(CallLocal = true)]
private void Build()
=> IsBuilding = true;
public override void _Process(double delta)
{
MovementDirection = Input.GetVector("move_left", "move_right", "move_up", "move_down");
if (Input.IsActionJustPressed("move_dash"))
Rpc(nameof(Dash));
if (Input.IsActionJustPressed("weapon_shoot"))
Rpc(nameof(Shoot));
if (Input.IsActionJustPressed("weapon_reload"))
Rpc(nameof(Reload));
}
public override void _Input(InputEvent evt)
{
if (!IsCurrentPlayer) return;
if (evt is InputEventMouseButton { Pressed: true })
Rpc(nameof(Build));
}
}