44 lines
1.5 KiB
GDScript
44 lines
1.5 KiB
GDScript
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);
|