using Godot; using System; public partial class SandboxPlayer : CharacterBody3D { [Export] public float Speed = 5.0f; [Export] public float JumpVelocity = 4.5f; // Get the gravity from the project settings to be synced with RigidBody nodes. public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle(); private float camera_anglev = 0; private Camera3D cam; public override void _Ready() { cam = GetChild(3, true); } public static float ToRadians (float degrees) { // Angle in 10th of a degree return (float)((degrees * Math.PI)/180.0f); } public override void _Input(InputEvent @event) { if (@event is InputEventMouseMotion) { var M = (InputEventMouseMotion)@event; cam.RotateY(ToRadians(-M.Relative.X * 0.3f)); var changeV = -M.Relative.Y * 0.3f; if (camera_anglev + changeV > -50 && camera_anglev + changeV < 50) { camera_anglev += changeV; cam.RotateX(ToRadians(changeV)); } GetViewport().SetInputAsHandled(); } } public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) velocity.Y -= gravity * (float)delta; // Handle Jump. if (Input.IsActionJustPressed("jump") && IsOnFloor()) velocity.Y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_back");; Vector3 direction = (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(); } }