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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const WALK_SPEED = 2.0
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const MOUSE_SENS = 0.002
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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Input.set_mouse_mode(2)
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func _input(event):
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if event is InputEventMouseMotion:
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$Pivot.rotate_y(-event.relative.x*MOUSE_SENS)
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$Pivot/Camera.rotate_x(-event.relative.y*MOUSE_SENS)
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Handle jump.
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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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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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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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
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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