Working profile names in-game, basic settings save/load system, flag drops on player death

This commit is contained in:
Squinty 2024-04-16 21:39:08 +00:00
parent 98cc079b38
commit 6dde93ea00
12 changed files with 122 additions and 67 deletions

View file

@ -1,6 +1,24 @@
# This file is part of open-fpsz.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
class_name FlagCarryComponent extends Node
## This component allows its entity to grab, carry and throw flags
##
## To work correctly the owner MUST set an attachment point for carried flags
## and a sensor to detect when flags are within grab range
@export var throw_velocity : float = 10.0
@export var max_throw_speed : float = 10.0
@export var attachment : Node3D
@export var sensor : Area3D
@ -20,11 +38,12 @@ func _grab(flag : Flag):
flag.grab()
_carried_flag = flag
func throw():
@rpc("call_local")
func _drop(throw_speed : float):
if _is_carrying():
_carried_flag.drop()
_carried_flag.linear_velocity = attachment.global_basis.z * throw_velocity
_carried_flag.rotation_degrees.x = 0.0
_carried_flag.linear_velocity = attachment.global_basis.z * throw_speed
_carried_flag = null
func _is_carrying() -> bool:
@ -33,3 +52,9 @@ func _is_carrying() -> bool:
func _sensor_on_body_entered(collider):
if collider is Flag:
_grab.rpc(collider)
func drop():
_drop.rpc(0.0)
func throw():
_drop.rpc(max_throw_speed)