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69 lines
1.9 KiB
69 lines
1.9 KiB
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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