using Godot; using System; public partial class player : CharacterBody3D { [Export] public const float Speed = 5.0f; [Export] public const float JumpVelocity = 4.5f; [Export] public const float gravity = 9f; [Export(PropertyHint.Range, "0.1,1.0")] float mouseSensitivity = 0.3f; [Export(PropertyHint.Range, "-90,0,1")] float minMousePitch = -90f; [Export(PropertyHint.Range, "0,90,1")] float maxMousePitch = 50f; public float allDelta; public Marker3D camCenter; //eveyrthing will be replaced with roatation and direction based movement //camera global position will be included when calculating the player movement public override void _Ready() { camCenter = GetNode("camera_center"); } public override void _PhysicsProcess(double delta) { allDelta = (float)delta; Vector3 velocity = Velocity; if (!IsOnFloor()) velocity.y -= gravity * allDelta; if (Input.IsActionJustPressed("move_jump") && IsOnFloor()) velocity.y = JumpVelocity; Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward"); Vector3 direction = (camCenter.Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized(); if (direction != Vector3.Zero) { velocity.x = direction.x * Speed; velocity.z = direction.z * Speed; } else { velocity.x = Mathf.MoveToward(Velocity.x, 0, Speed); velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed); } Velocity = velocity; MoveAndSlide(); } public override void _Input(InputEvent @event) { if (@event is InputEventMouseMotion mouseMotion) { Vector3 camRot = camCenter.RotationDegrees; camRot.y -= mouseMotion.Relative.x * mouseSensitivity; camRot.x -= mouseMotion.Relative.y * mouseSensitivity; camRot.x = Mathf.Clamp(camRot.x, minMousePitch, maxMousePitch); camCenter.RotationDegrees = camRot; } } }