extends CharacterBody3D @onready var head = $head const SPEED = 15 const mouse_sens = 0.05 @onready var actionable_finder: Area3D = $Direction/ActionableFinder # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) await get_tree().create_timer(9).timeout func _input(event): if Input.is_key_pressed(KEY_E) : var actionables = actionable_finder.get_overlapping_areas() if actionables.size() > 0 : actionables[0].action() return if event is InputEventMouseMotion: rotate_y(deg_to_rad(-event.relative.x * mouse_sens)) head.rotate_x(deg_to_rad(-event.relative.y * mouse_sens)) func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle jump. # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide()