'guozeINSP'

This commit is contained in:
2025-12-04 16:50:10 +01:00
parent b6ca31c1cc
commit dc46bc9dec
202 changed files with 21719 additions and 0 deletions

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extends Node3D
@onready var cacher = $organz
@onready var nune = $NoKillNune
@onready var petib = $getibb
var yesmother = {"yesmom" : 2}
# Called when the node enters the scene tree for the first time.
func get_item_count(item):
return yesmother[item]
func set_item_count(item,amount):
if yesmother.has(item):
yesmother[item] += amount
else :
yesmother[item] = amount

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uid://d32hgggvfgsj1

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uid://cmde64418ldwu

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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()

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uid://dgl8leiwx37xd