0b8b733d77
- In cases where both `Xform`/`XformInv` and the `*` operator were implemented the `Xform`/`XformInv` methods were removed in favor of the `*` operator. - In cases where the `Xform`/`XformInv` existed but not the `*` operator, the `Xform`/`XformInv` methods were replaced with the `*` operator. - In cases where no method existed, a new `*` operator has been implemented to support the same operations that are supported in GDScript. - Fixes the `Transform.Xform` and `Transform.XformInv` with `Rect2` implementation to use a zero `Rect2` size to start expanding from (which is how it's implemented in C++).
45 lines
1.4 KiB
C#
45 lines
1.4 KiB
C#
// 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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public const float JumpVelocity = 4.5f;
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// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
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public override void _PhysicsProcess(float delta)
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{
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Vector3 velocity = Velocity;
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// Add the gravity.
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if (!IsOnFloor())
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velocity.y -= gravity * delta;
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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velocity.y = JumpVelocity;
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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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Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.x = direction.x * Speed;
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velocity.z = direction.z * Speed;
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}
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else
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{
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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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}
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Velocity = velocity;
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MoveAndSlide();
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}
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}
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