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