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- using Godot;
- using System;
- public partial class Character : CharacterBody3D
- {
- public const float Speed = 5.0f;
- 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)
- {
- Vector3 velocity = Velocity;
- // Add the gravity.
- if (!IsOnFloor())
- velocity.Y -= gravity * (float)delta;
- // Handle Jump.
- if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
- velocity.Y = JumpVelocity;
- 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)
- {
- GD.Print("Standing");
- velocity.X = direction.X * Speed;
- velocity.Z = direction.Z * Speed;
- }
- else
- {
- GD.Print("Moving");
- velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
- velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
- }
- Velocity = velocity;
- MoveAndSlide();
- }
- }
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