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using Godot;
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using System;
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namespace EGFramework.Examples.Action3D{
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public partial class ActionPlayer : CharacterBody3D
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{
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[Export]
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public float Speed { get; set; } = 14;
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[Export]
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public float JumpSpeed { set; get; } = 15;
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[Export]
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public float FallAcceleration { get; set; } = 75;
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public float FallSpeed { get; set; } = 0;
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private Vector3 _targetVelocity = Vector3.Zero;
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public Node3D CameraPivot { set; get; }
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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CameraPivot = this.GetNode<Node3D>("../Pivot");
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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}
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public override void _PhysicsProcess(double delta)
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{
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// We create a local variable to store the input direction.
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var direction = Vector3.Zero;
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direction.X = Input.GetAxis("move_left", "move_right");
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direction.Z = Input.GetAxis("move_forward", "move_back");
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if (direction.Length() > 0)
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{
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// this.Rotation = new Vector3(0,CameraPivot.Rotation.Y,0);
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this.GetNode<Node3D>("Body").Rotation = new Vector3(0,CameraPivot.Rotation.Y,0);
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direction = direction.Normalized();
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direction = direction.Rotated(Vector3.Up, CameraPivot.Rotation.Y);
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}
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// direction.Rotated(Vector3.Up, CameraPivot.Rotation.Y);
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// Ground velocity
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_targetVelocity.X = direction.X * Speed;
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_targetVelocity.Z = direction.Z * Speed;
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if (!IsOnFloor()) // If in the air, fall towards the floor. Literally gravity
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{
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// GD.Print(FallSpeed);
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FallSpeed -= FallAcceleration * (float)delta;
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_targetVelocity.Y += FallSpeed;
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}else{
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if (Input.IsActionPressed("jump"))
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{
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_targetVelocity.Y = 0.1f;
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FallSpeed = JumpSpeed;
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}
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}
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this.Velocity = _targetVelocity;
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MoveAndSlide();
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CameraPivot.Position = this.Position;
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}
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}
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}
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