53 lines
1.8 KiB
GDScript
53 lines
1.8 KiB
GDScript
extends CharacterBody3D
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@onready var anim_tree := $AnimationTree
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@onready var anim_state = $AnimationTree.get("parameters/playback")
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@onready var spring_arm: SpringArm3D = $SpringArm3D
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@onready var model := $Root
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var jumping := false
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var mouse_sensitivity := 0.006
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var rotation_speed := 24.0
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var lerp_val := 0.1
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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func _input(event: InputEvent) -> void:
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#move camera
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if event is InputEventMouseMotion:
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spring_arm.rotation.x -= event.relative.y * mouse_sensitivity
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spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90.0, 30.0)
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spring_arm.rotation.y -= event.relative.x * mouse_sensitivity
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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jumping = !is_on_floor()
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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 = Input.get_vector("left", "right", "forward", "back")
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var direction = Vector3(input.x, 0, input.y).rotated(Vector3.UP, spring_arm.rotation.y)
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if direction:
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if !jumping: anim_state.travel("run")
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velocity.x = lerp(velocity.x, direction.x * SPEED, lerp_val)
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velocity.z = lerp(velocity.z, direction.z * SPEED, lerp_val)
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else:
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anim_state.travel("idle")
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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 velocity.length() > 1.0:
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model.rotation.y = lerp_angle(model.rotation.y, spring_arm.rotation.y, rotation_speed * delta)
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# Handle jump.
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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jumping = true
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anim_tree.set("parameters/conditions/jumping", jumping)
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anim_tree.set("parameters/conditions/grounded", !jumping)
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move_and_slide()
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