using Godot; public partial class player : CharacterBody3D { public Vector3 direction; public Vector2 gpCamVector; public bool gamepadMode; [Export] float speed = 5.0f; [Export] float jumpVelocity = 5f; [Export] float gravity = 14f; [Export(PropertyHint.Range, "0.1,1.0")] float camSensitivity = 0.3f; [Export(PropertyHint.Range, "-90,0,1")] float minCamPitch = -50f; [Export(PropertyHint.Range, "0,90,1")] float maxCamPitch = 30f; public override void _Process(double delta) { //uncapturing the mouse disables PC movement but still simulates gravity if (Input.IsActionJustPressed("uncapture_mouse")) Input.MouseMode = Input.MouseModeEnum.Visible; if (Input.IsMouseButtonPressed(MouseButton.Left)) Input.MouseMode = Input.MouseModeEnum.Captured; /**body rotation is in regular process because it lags in physicsprocess and is more a animation anyway maybe rotate extra collisions separately for invisible lag that may occur**/ if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode) { Vector3 bodyRotation = GetNode("collision/body").Rotation; bodyRotation.y = Mathf.LerpAngle(bodyRotation.y,Mathf.Atan2(-direction.x, -direction.z), (float)delta * speed); GetNode("collision/body").Rotation = bodyRotation; } //camera gamepad part (needs constant movement so _Input event wouldn't work with this like mouseinput) gpCamVector = Input.GetVector("gp_cam_left", "gp_cam_right", "gp_cam_up", "gp_cam_down"); if(gpCamVector != Vector2.Zero) { Vector3 camRot = GetNode("camera_center").RotationDegrees; camRot.y -= gpCamVector.x * camSensitivity * (float)delta * 500; camRot.x -= gpCamVector.y * camSensitivity * (float)delta * 500; camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player GetNode("camera_center").RotationDegrees = camRot; } } public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; if (!IsOnFloor()) velocity.y -= gravity * (float)delta; //characterbodys don't have physic simulations by default like rigidbody if (Input.IsActionJustPressed("move_jump") && IsOnFloor() && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode) velocity.y = jumpVelocity; Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward"); direction = new Vector3(inputDir.x, 0, inputDir.y).Rotated(Vector3.Up, GetNode("camera_center").Rotation.y).Normalized(); //rotates the input direction with camera rotation if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured | gamepadMode) { velocity.x = direction.x * speed * (float)delta * 60; velocity.z = direction.z * speed * (float)delta * 60; } 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) { gamepadMode = @event is InputEventJoypadButton | @event is InputEventJoypadMotion; Vector3 camRot = GetNode("camera_center").RotationDegrees; if (@event is InputEventMouseMotion mouseMotion && Input.MouseMode == Input.MouseModeEnum.Captured) { camRot.y -= mouseMotion.Relative.x * camSensitivity; camRot.x -= mouseMotion.Relative.y * camSensitivity; } camRot.x = Mathf.Clamp(camRot.x, minCamPitch, maxCamPitch); //prevents camera from going endlessly around the player GetNode("camera_center").RotationDegrees = camRot; } }