extends CharacterBody3D @onready var animationtree: AnimationTree = $Camera3D/Weapon/AnimationPlayer/AnimationTree const SPEED: float = 5.0 const FALLOFF_SPEED: float = 0.5 const JUMP_VELOCITY: float = 4.5 var lastDirection = Vector2(0,0) # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle Jump. if Input.is_action_just_pressed("player_jump") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir := Input.get_vector("player_right", "player_left", "player_down", "player_up") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var falloffSpeed = FALLOFF_SPEED if not is_on_floor(): falloffSpeed = 0.02; if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, falloffSpeed) velocity.z = move_toward(velocity.z, 0, falloffSpeed) move_and_slide() lastDirection.x = move_toward(lastDirection.x, input_dir.x, 0.05); lastDirection.y = move_toward(lastDirection.y, input_dir.y, 0.05); animationtree.set('parameters/Movement/blend_position', lastDirection);