2021-10-11 09:30:59 +00:00
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// meta-description: Classic movement for gravity games (FPS, TPS, ...)
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using _BINDINGS_NAMESPACE_;
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using System;
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public partial class _CLASS_ : _BASE_
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{
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public const float Speed = 5.0f;
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2022-02-07 10:46:30 +00:00
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public const float JumpVelocity = 4.5f;
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2021-10-11 09:30:59 +00:00
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2022-08-25 17:35:52 +00:00
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// Get the gravity from the project settings to be synced with RigidBody nodes.
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2022-07-28 15:41:49 +00:00
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public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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2021-10-11 09:30:59 +00:00
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2022-08-31 22:40:59 +00:00
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public override void _PhysicsProcess(double delta)
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2021-10-11 09:30:59 +00:00
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{
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2022-02-21 22:08:57 +00:00
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Vector3 velocity = Velocity;
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2021-10-11 09:30:59 +00:00
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// Add the gravity.
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if (!IsOnFloor())
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2022-12-07 15:11:39 +00:00
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velocity.Y -= gravity * (float)delta;
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2021-10-11 09:30:59 +00:00
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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2022-12-07 15:11:39 +00:00
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velocity.Y = JumpVelocity;
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2021-10-11 09:30:59 +00:00
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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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Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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2022-12-07 15:11:39 +00:00
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Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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2021-10-11 09:30:59 +00:00
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if (direction != Vector3.Zero)
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{
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2022-12-07 15:11:39 +00:00
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velocity.X = direction.X * Speed;
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velocity.Z = direction.Z * Speed;
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2021-10-11 09:30:59 +00:00
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}
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else
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{
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2022-12-07 15:11:39 +00:00
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velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
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2021-10-11 09:30:59 +00:00
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}
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2022-02-21 22:08:57 +00:00
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Velocity = velocity;
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2021-10-11 09:30:59 +00:00
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MoveAndSlide();
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}
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}
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