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

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// 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;
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public const float JumpVelocity = 4.5f;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _PhysicsProcess(double delta)
{
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Vector3 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
velocity.Y -= gravity * (float)delta;
// Handle Jump.
if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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 * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)
{
velocity.X = direction.X * Speed;
velocity.Z = direction.Z * Speed;
}
else
{
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
}
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Velocity = velocity;
MoveAndSlide();
}
}