init
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51
player_controller.gd
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51
player_controller.gd
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extends CharacterBody3D
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@export var move_speed: float = 6.0
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@export var mouse_sensitivity: float = 0.002
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@export var jump_velocity: float = 4.5
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@onready var camera_pivot: Node3D = $CameraPivot
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _unhandled_input(event):
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if event is InputEventMouseMotion:
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# Horizontal look
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rotate_y(-event.relative.x * mouse_sensitivity)
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# Vertical look
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camera_pivot.rotate_x(-event.relative.y * mouse_sensitivity)
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camera_pivot.rotation.x = clamp(
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camera_pivot.rotation.x,
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deg_to_rad(-80),
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deg_to_rad(80)
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)
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func _physics_process(delta):
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# Gravity
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if not is_on_floor():
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velocity.y -= gravity * delta
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# 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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# Movement input
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var input_dir = Vector2(
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Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
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Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward")
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)
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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 * move_speed
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velocity.z = direction.z * move_speed
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else:
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velocity.x = move_toward(velocity.x, 0, move_speed)
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velocity.z = move_toward(velocity.z, 0, move_speed)
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move_and_slide()
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