53 lines
1.4 KiB
GDScript
53 lines
1.4 KiB
GDScript
extends CharacterBody3D
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const SPEED = 3.0
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const JUMP_VELOCITY = 4.5
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@onready var camera_point = $camera_point
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var animation_player = $visuals/player/AnimationPlayer
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@onready var visuals = $visuals
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var walking = false
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func _ready():
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GameManager.set_player(self)
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animation_player.set_blend_time("idle","walk",0.2)
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animation_player.set_blend_time("walk","idle",0.2)
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle Jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("left", "right", "forward", "backward")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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visuals.look_at(direction + position)
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if !walking:
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walking = true
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animation_player.play("walk")
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if walking:
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walking = false
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animation_player.play("idle")
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move_and_slide()
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