67 lines
2 KiB
GDScript
67 lines
2 KiB
GDScript
extends CharacterBody3D
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@export var speed = 10.0
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@export var acceleration = 1.0
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@export var deceleration = 25.0
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@export var jump_speed = 8.0
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@export var mouse_sens = 0.01
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@export var rotation_speed = 12.0
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@onready var spring_arm = $SpringArm3D
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@onready var model = $model
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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_speed
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get_horizontal_move(delta)
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if velocity.length() > 1.0:
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model.rotation.y = lerp(model.rotation.y, spring_arm.rotation.y, rotation_speed * delta)
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move_and_slide()
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func get_horizontal_move(delta):
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# Get the input direction and handle the movement/deceleration.
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var vy = velocity.y
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down").normalized()
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var direction = Vector3(input_dir.x, 0, input_dir.y).rotated(Vector3.UP, spring_arm.rotation.y)
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## these 2 have the same effect
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velocity = lerp(velocity, direction * speed, acceleration * delta)
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velocity.lerp(direction * speed, acceleration * delta)
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#if the length of desired movement is smaller than actual movement, use decelleration
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#if (input_dir.length() * speed) < velocity.length():
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#velocity = lerp(velocity, direction * speed, deceleration * delta)
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#else:
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#velocity.lerp(direction * speed, acceleration * delta)
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if direction.dot(velocity) < 0 or direction == Vector3.ZERO:
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velocity = lerp(velocity, direction * speed, deceleration * delta)
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else:
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velocity.lerp(direction * speed, acceleration * delta)
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# we didn't wanna change the y velocity in this method
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velocity.y = vy
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func _unhandled_input(event):
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if event is InputEventMouseMotion:
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spring_arm.rotation.x -= event.relative.y * mouse_sens
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spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90.0, 30.0) #-90 is straight down, 30 is degrees up
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spring_arm.rotation.y -= event.relative.x * mouse_sens
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