53 lines
1.6 KiB
Markdown
53 lines
1.6 KiB
Markdown
# Stairs Character 3D
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A simple class based on Godot's default CharacterBody3D with very simple stair stepping ability.
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Just call "move_and_stair_step()" instead of "move_and_slide()".
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Only tested with cylinder colliders. Works best with "0.01" collider margin.
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There are a couple signals you can connect to:
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- on_stair_step (any step, up or down)
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- on_stair_step_down
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- on_stair_step_up
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Example usage:
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```gdscript
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extends StairsCharacter3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
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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.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_VELOCITY
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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_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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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 * 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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# call move_and_stair_step instead of default move_and_slide
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move_and_stair_step()
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```
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# Note
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This plugin is basically just [Andricraft's GDScript Stairs Character](https://github.com/Andicraft/stairs-character) translated into C++.
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I made it as a learning exercise for GDExtension.
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