61 lines
2.0 KiB
GDScript
61 lines
2.0 KiB
GDScript
extends CharacterBody3D
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@export var speed = 5.0
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@export var jump_velocity = 4.5
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@export var mouse_sensitivity = 0.002
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var camera_node: Camera3D
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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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camera_node = $Camera3D # Assuming Camera3D is a direct child
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$Label3D.text = SteamManager.steam_username
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func _physics_process(delta):
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# Apply 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("jump") and is_on_floor():
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velocity.y = jump_velocity
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# Get the input direction and apply movement
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var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if is_on_floor():
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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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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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else:
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# Air control
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velocity.x = lerp(velocity.x, direction.x * speed, delta * 5.0)
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 5.0)
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move_and_slide()
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func _input(event):
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if event is InputEventMouseMotion:
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# Rotate the CharacterBody3D around the Y-axis for horizontal look
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rotate_y(-event.relative.x * mouse_sensitivity)
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# Rotate the Camera3D around its local X-axis for vertical look
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var change = -event.relative.y * mouse_sensitivity
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var new_x_rotation = camera_node.rotation.x + change
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camera_node.rotation.x = clamp(new_x_rotation, deg_to_rad(-90), deg_to_rad(90))
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if event.is_action_pressed("ui_cancel"): # Typically Escape key
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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if event.is_action_pressed("toggle_watch"):
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$"CanvasLayer/Multiplayer-debug-ui".visible = !$"CanvasLayer/Multiplayer-debug-ui".visible
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