fix position sync issues

This commit is contained in:
2024-08-21 12:52:00 +02:00
parent a740a503e8
commit 3ece5edc59
13 changed files with 98 additions and 73 deletions

View File

@@ -7,7 +7,7 @@
#include <godot_cpp/variant/utility_functions.hpp>
static const float WalkSpeed = 2.0;
static const float RunSpeed = 5.0;
static const float RunSpeed = 7.0;
static const float JumpStrength = 15.0;
static const float Gravity = 50.0;
@@ -20,7 +20,7 @@ using namespace godot;
void Player::_bind_methods() {}
Player::Player() {}
Player::Player() : m_PeerId(0) {}
Player::~Player() {}
@@ -31,7 +31,9 @@ void Player::_ready() {
DEV_ASSERT(m_Mesh);
DEV_ASSERT(m_AnimationTree);
apply_floor_snap();
set_position({0, 0, 0});
set_velocity({0, 0, 0});
animate(0);
}
@@ -39,6 +41,7 @@ void Player::_physics_process(float delta) {
if (godot::Engine::get_singleton()->is_editor_hint())
return;
move_and_slide();
animate(delta);
}
@@ -46,8 +49,10 @@ void Player::animate(float delta) {
if (is_on_floor()) {
m_AnimationTree->set("parameters/ground_air_transition/transition_request", "grounded");
if (get_velocity().length() > 0) {
if (m_Speed == RunSpeed) {
float speed = get_velocity().length();
if (speed > 0.2f) {
if (speed >= RunSpeed) {
m_AnimationTree->set("parameters/iwr_blend/blend_amount",
godot::UtilityFunctions::lerp(
m_AnimationTree->get("parameters/iwr_blend/blend_amount"), 1.0, delta * AnimationBlend));