update
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@@ -9,6 +9,7 @@ var use_diagonal_movement: bool = false
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var is_moving: bool = false
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var rotation_speed: float = 10.0
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var target_rotation: float = 0.0
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var speed_multiplier: float = 1.0 # For slow-mo effects
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func initialize(p_player: Node3D, p_gridmap: Node):
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player = p_player
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@@ -123,7 +124,6 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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if enhanced_gridmap.is_position_valid(pushed_to_pos) and \
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enhanced_gridmap.get_cell_item(Vector3i(pushed_to_pos.x, 0, pushed_to_pos.y)) != -1 and \
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not player.is_position_occupied(pushed_to_pos):
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# Valid push
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var push_path = [Vector2(pushed_to_pos.x, pushed_to_pos.y)]
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other_player.rpc("start_movement_along_path", push_path, false)
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@@ -142,6 +142,13 @@ func try_push(target_pos: Vector2i, direction: Vector2i) -> bool:
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return true
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func set_speed_multiplier(multiplier: float):
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speed_multiplier = multiplier
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# If we are currently moving, we might need to adjust the speed of the active tween?
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# However, the movement is handled via RPC 'start_movement_along_path' which
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# likely uses a fixed speed or duration on all clients.
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# Let's check how 'start_movement_along_path' is implemented in player.gd.
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func buffer_move_input(direction: Vector2i):
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buffered_direction = direction
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