59 lines
1.7 KiB
GDScript
59 lines
1.7 KiB
GDScript
extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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var tps:bool = true
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var animation_object:AnimationPlayer = null
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# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _init():
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tps = true
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print("_init player_ship")
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func _ready():
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search_animation($character, "/")
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$camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current()
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print("_ready player_ship")
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func search_animation( obj:Node , root:String = "/") -> bool:
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var ret:bool = false
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for i in obj.get_children():
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print("DEBUG - search_animation: " + root + String(i.get_name()))
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if i.get_name() == "AnimationPlayer" or i.get_name() == "animation_player":
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animation_object = i
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return true
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else:
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ret = search_animation(i, root + String(i.get_name()) + "/" )
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if ret == true:
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return ret
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return false
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func _physics_process(delta):
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return
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# Add the gravity.
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if not is_on_floor():
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motion_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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motion_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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motion_velocity.x = direction.x * SPEED
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motion_velocity.z = direction.z * SPEED
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else:
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motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
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motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
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move_and_slide()
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