godot-third-person-basic-scene/player/player_ship/player_ship.gd
2022-02-15 21:41:14 +01:00

59 lines
1.7 KiB
GDScript

extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
var tps:bool = true
var animation_object:AnimationPlayer = null
# Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _init():
tps = true
print("_init player_ship")
func _ready():
search_animation($character, "/")
$camera_root/horizontal_root/vertical_root/Camera3D_TPS.make_current()
print("_ready player_ship")
func search_animation( obj:Node , root:String = "/") -> bool:
var ret:bool = false
for i in obj.get_children():
print("DEBUG - search_animation: " + root + String(i.get_name()))
if i.get_name() == "AnimationPlayer" or i.get_name() == "animation_player":
animation_object = i
return true
else:
ret = search_animation(i, root + String(i.get_name()) + "/" )
if ret == true:
return ret
return false
func _physics_process(delta):
return
# Add the gravity.
if not is_on_floor():
motion_velocity.y -= gravity * delta
# Handle Jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
motion_velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
motion_velocity.x = direction.x * SPEED
motion_velocity.z = direction.z * SPEED
else:
motion_velocity.x = move_toward(motion_velocity.x, 0, SPEED)
motion_velocity.z = move_toward(motion_velocity.z, 0, SPEED)
move_and_slide()