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https://git.erg.school/P039/art_num_2024.git
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60 lines
1.4 KiB
GDScript
60 lines
1.4 KiB
GDScript
extends CharacterBody3D
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@onready var head = $head
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const SPEED = 15
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const mouse_sens = 0.05
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@onready var actionable_finder: Area3D = $Direction/ActionableFinder
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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await get_tree().create_timer(9).timeout
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func _input(event):
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if Input.is_key_pressed(KEY_E) :
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var actionables = actionable_finder.get_overlapping_areas()
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if actionables.size() > 0 :
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actionables[0].action()
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return
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if event is InputEventMouseMotion:
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rotate_y(deg_to_rad(-event.relative.x * mouse_sens))
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head.rotate_x(deg_to_rad(-event.relative.y * mouse_sens))
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle jump.
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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