inventory bug fixes, multiplayer pickup sync
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04a9a299d7
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000269875a
14 changed files with 88 additions and 43 deletions
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@ -57,7 +57,8 @@ extends CharacterBody3D
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@export var CROUCH_ANIMATION : AnimationPlayer
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## A reference to the the player's collision shape for use in the character script.
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@export var COLLISION_MESH : CollisionShape3D
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## A reference to the item holster
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@onready var item_holster_one : Marker3D
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#endregion
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#region Controls Export Group
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@ -173,6 +174,7 @@ func _ready():
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CAMERA.current = true
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inventory_menu = $UserInterface/InventoryMenu
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inventory_menu.inventory = INVENTORY
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item_holster_one = $Item_holster
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func _process(_delta):
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# if pausing_enabled:
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@ -230,6 +232,10 @@ func teleport_player(location: Vector3, new_rotation: Vector3) -> void:
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velocity = Vector3.ZERO
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# assign controller to item
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#endregion
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#region Input Handling
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@ -304,13 +310,13 @@ func handle_interact():
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interactable.interactable.outline.show()
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if "item" in interactable:
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if Input.is_action_just_pressed(controls.INTERACT):
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print(CAMERA_RAYCAST.get_collider())
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var item = interactable as RigidBody3D
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item.freeze = true
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item.collision_layer = 0
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item.hide()
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var player_id : int = name.lstrip("Player").to_int()
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item.pickup_item.rpc(player_id, item.name)
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print('adding a item, heheheheheheheh')
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print("adding ID: ", item.item.id)
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INVENTORY.add_item(item)
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print("This is a item")
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elif HIGHLIGHTED_ITEM != null:
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HIGHLIGHTED_ITEM.get_node("Interactable").outline.hide()
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HIGHLIGHTED_ITEM = null
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