Files
gd-net-thirdpersoncontroller/src/player.cs

61 lines
1.8 KiB
C#

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<Marker3D>("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;
}
}
}