extends CharacterBody3D @export var speed = 5.0 @export var jump_velocity = 4.5 var camrot_h:float = 0.0 var camrot_v:float = 0.0 @export var h_acceleration:float = 10.0 @export var v_acceleration:float = 10.0 @export var h_sensitivity:float = 0.5 @export var v_sensitivity:float = 0.5 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") @export var otherplayer:bool = true: get: return otherplayer set(value): otherplayer = value func set_otherplayer(value:bool): otherplayer = value func _ready(): $SpringArm3D/Camera3D.set_current(false) #$PlayerGameplayComponent.update_animations() func get_my_position() -> Vector3: #return $SpringArm3D/Camera3D.get_global_position() return self.get_global_position() func get_my_rotation() -> Vector3: #return $SpringArm3D/Camera3D.get_global_rotation() #return $Armature/Skeleton3D.get_global_rotation() #print($Armature/Skeleton3D.get_global_rotation(), "---", $Armature.get_global_rotation()) return $Armature.get_global_rotation() func set_my_position(pos:Vector3): self.set_global_position(pos) func set_my_rotation(rot:Vector3): #$Armature.set_global_rotation(rot) pass func set_current_camera() -> void: $SpringArm3D/Camera3D.set_current(true) func set_id(value:int) -> void: $PlayerNetworkingComponent.set_id(value) func set_activate() -> void: #$AnimationTree.set_active(true) #$AnimationTree.set("parameters/Transition/transition_request","Idle") pass #func set_animation_tree_blend_positions(input_vector: Vector2) -> void: # #print("Blend Position: ", input_vector) # $AnimationTree.set("parameters/Idle/blend_position", input_vector) # $AnimationTree.set("parameters/Walk/blend_position", input_vector) func get_animation() -> String: return $AnimationTree.get("parameters/Transition/current_state") + \ ", " + str($AnimationTree.get("parameters/InAir/blend_amount")) + \ ", active:" + str($AnimationTree.is_active()) + \ ", " + str($AnimationPlayer.get_current_animation()) + \ ", " + str($AnimationPlayer.get_current_animation_position()) + \ ", " + str($AnimationPlayer.get_autoplay()) + \ ", playing:" + str($AnimationPlayer.is_playing()) + \ ", " + str($AnimationTree.get("parameters/Transition/current_state")) + \ ", " + str($AnimationTree.get("parameters/Transition/current_index")) func get_gait() -> String: return Global.GAIT.keys()[$CharacterMovementComponent.gait] func get_stance() -> String: return Global.STANCE.keys()[$CharacterMovementComponent.stance] func get_rotation_mode() -> String: return Global.ROTATION_MODE.keys()[$CharacterMovementComponent.rotation_mode] func get_movement_state() -> String: return Global.MOVEMENT_STATE.keys()[$CharacterMovementComponent.movement_state]