Godot_4_RPG_Controller_Tuto.../scripts/player/player.gd
2025-05-16 14:27:27 +02:00

53 lines
1.4 KiB
GDScript

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