MagicNStuff/source/addons/proto_shape/scenes/CharacterBody3D.gd
SchimmelSpreu83 2a60380258 Added Plugins
- ProtoShape
- StairsCharacter (GDExtension)
- TODO Manager
- 3D Cursor
2025-09-21 23:42:15 +02:00

55 lines
1.6 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
# Camera rotation parameters
var sensitivity: float = 0.2
var min_pitch: float = -60
var max_pitch: float = 60
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var mouse_sens = 0.3
var camera_anglev=0
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("ui_left", "ui_right", "ui_up", "ui_down")
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
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _exit_tree():
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED)
func _input(event):
if event is InputEventMouseMotion:
handle_camera_rotation(event.relative)
func handle_camera_rotation(mouse_delta: Vector2):
# Rotate the camera
rotate_y(deg_to_rad(-mouse_delta.x * sensitivity))
var new_pitch = rotation_degrees.x - mouse_delta.y * sensitivity
#rotation_degrees.x = clamp(new_pitch, min_pitch, max_pitch)