ja
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@@ -15,6 +15,10 @@ var camera_senitivity: float = 0.5
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@onready var goal: Node3D = $Camera3D/SpringArm3D/GravityGunGoal
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@onready var spring_arm: SpringArm3D = $Camera3D/SpringArm3D
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@onready var sound_effect: SoundEffect = $FootSteps
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var step_sound_toggle: bool
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@onready var step_timer: Timer = $FootStepTimer
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func _ready() -> void:
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if get_tree().current_scene is MainMenu:
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queue_free()
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@@ -31,16 +35,22 @@ func _physics_process(delta: float) -> void:
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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sound_effect.play_key("jump")
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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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 * delta * 50
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velocity.z = direction.z * SPEED * delta * 50
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if step_timer.is_stopped() && is_on_floor():
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sound_effect.play_key("step1")
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step_timer.start()
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elif !is_on_floor():
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step_timer.stop()
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED * delta * 50)
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velocity.z = move_toward(velocity.z, 0, SPEED * delta * 50)
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step_timer.stop()
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move_and_slide()
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# Pushing other objects
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@@ -63,3 +73,11 @@ func capture(value: bool = true) -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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else:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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func _on_foot_step_timer_timeout() -> void:
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step_sound_toggle = !step_sound_toggle
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if step_sound_toggle:
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sound_effect.play_key("step1")
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else:
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sound_effect.play_key("step2")
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