godot/modules/mono/editor/script_templates/CharacterBody3D/basic_movement.cs

45 lines
1.4 KiB
C#
Raw Normal View History

// meta-description: Classic movement for gravity games (FPS, TPS, ...)
using _BINDINGS_NAMESPACE_;
using System;
public partial class _CLASS_ : _BASE_
{
public const float Speed = 5.0f;
2022-02-07 10:46:30 +00:00
public const float JumpVelocity = 4.5f;
// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
public float gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
public override void _PhysicsProcess(float delta)
{
2022-02-21 22:08:57 +00:00
Vector3 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
2022-02-21 22:08:57 +00:00
velocity.y -= gravity * delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
2022-02-21 22:08:57 +00:00
velocity.y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
if (direction != Vector3.Zero)
{
2022-02-21 22:08:57 +00:00
velocity.x = direction.x * Speed;
velocity.z = direction.z * Speed;
}
else
{
2022-02-21 22:08:57 +00:00
velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed);
velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
}
2022-02-21 22:08:57 +00:00
Velocity = velocity;
MoveAndSlide();
}
}