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No commits in common. "88a1a524f042202013965b1a61a23c9eb6969a7c" and "3324d25e9bcae7dffa668448d02d05a9401d30f4" have entirely different histories.

8 changed files with 0 additions and 157 deletions

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@ -1,3 +0,0 @@
((c++-mode . ((mode . clang-format-on-save))))
((c-mode . ((mode c++-mode))))

2
.gitignore vendored
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@ -18,5 +18,3 @@ build.zip
# general-purpose cache folder (used by e.g clangd) # general-purpose cache folder (used by e.g clangd)
.cache .cache
__pycache__

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@ -1,40 +0,0 @@
#include "character.h"
#include "authority/macros.h"
#include "core/config/engine.h"
void CharacterData::_bind_methods() {
BIND_PROPERTY(Variant::FLOAT, speed);
}
void Character::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, data, PROPERTY_HINT_RESOURCE_TYPE, "CharacterData");
}
void Character::physics_process(double delta) {
Vector3 const velocity{ get_velocity() };
Vector3 new_velocity{ velocity };
new_velocity.x = this->world_movement_direction.x * this->data->get_speed();
new_velocity.z = this->world_movement_direction.y * this->data->get_speed();
set_velocity(new_velocity);
move_and_slide();
}
void Character::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
set_physics_process(true);
return;
case NOTIFICATION_PHYSICS_PROCESS:
physics_process(get_physics_process_delta_time());
return;
}
}
void Character::set_movement(Vector2 movement) {
this->world_movement_direction = movement;
}

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@ -1,35 +0,0 @@
#pragma once
#include "authority/macros.h"
#include "core/io/resource.h"
#include "scene/3d/physics/character_body_3d.h"
class CharacterData : public Resource {
GDCLASS(CharacterData, Resource);
static void _bind_methods();
private:
float speed{};
public:
GET_SET_FNS(float, speed);
};
class Character : public CharacterBody3D {
GDCLASS(Character, CharacterBody3D);
protected:
static void _bind_methods();
void physics_process(double delta);
void _notification(int what);
public:
void set_movement(Vector2 movement);
private:
Ref<CharacterData> data{};
Vector2 world_movement_direction{};
public:
GET_SET_FNS(Ref<CharacterData>, data);
};

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@ -17,12 +17,4 @@
ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, \ ADD_PROPERTY(PropertyInfo(m_type, #m_property), "set_" #m_property, \
"get_" #m_property) "get_" #m_property)
#define GET_SET_FNS(m_type, m_property) \
m_type get_##m_property() const { \
return this->m_property; \
} \
void set_##m_property(m_type value) { \
this->m_property = value; \
}
#endif // !GODOT_EXTRA_MACROS_H #endif // !GODOT_EXTRA_MACROS_H

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@ -1,43 +0,0 @@
#include "player_character.h"
#include "core/input/input.h"
#include "scene/main/viewport.h"
void PlayerCharacter::_bind_methods() {}
void PlayerCharacter::process(double delta) {
Basis const basis{ get_viewport()->get_camera_3d()->get_global_basis() };
Vector2 backward{ basis.get_column(2).x, basis.get_column(2).z };
Vector2 right{ basis.get_column(0).x, basis.get_column(0).z };
set_movement({ backward.normalized() * this->last_movement_input.x + right.normalized() * this->last_movement_input });
}
void PlayerCharacter::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_ENTER_TREE:
set_process(true);
set_process_unhandled_input(true);
return;
case NOTIFICATION_PROCESS:
process(get_process_delta_time());
}
}
void PlayerCharacter::unhandled_input(Ref<InputEvent> const &what) {
if (what->is_action(input_move_left) || what->is_action(input_move_forward) || what->is_action(input_move_right) || what->is_action(input_move_backward)) {
this->last_movement_input = {
Input::get_singleton()->get_axis(input_move_left, input_move_right),
Input::get_singleton()->get_axis(input_move_backward, input_move_forward)
};
get_viewport()->set_input_as_handled();
}
}
String const PlayerCharacter::input_move_left{ "move_left" };
String const PlayerCharacter::input_move_right{ "move_right" };
String const PlayerCharacter::input_move_forward{ "move_forward" };
String const PlayerCharacter::input_move_backward{ "move_backward" };

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@ -1,21 +0,0 @@
#pragma once
#include "authority/character.h"
class PlayerCharacter : public Character {
GDCLASS(PlayerCharacter, Character);
static void _bind_methods();
protected:
void process(double delta);
void _notification(int what);
virtual void unhandled_input(Ref<InputEvent> const &what) override;
private:
Vector2 last_movement_input{ 0, 0 };
static String const input_move_left;
static String const input_move_right;
static String const input_move_forward;
static String const input_move_backward;
};

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@ -1,16 +1,11 @@
#include "register_types.h" #include "register_types.h"
#include "authority/character.h"
#include "authority/player_character.h"
#include "core/object/class_db.h" #include "core/object/class_db.h"
void initialize_authority_module(ModuleInitializationLevel p_level) { void initialize_authority_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return; return;
} }
ClassDB::register_class<CharacterData>();
ClassDB::register_class<Character>();
ClassDB::register_class<PlayerCharacter>();
} }
void uninitialize_authority_module(ModuleInitializationLevel p_level) { void uninitialize_authority_module(ModuleInitializationLevel p_level) {