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using Godot;
using System;
public partial class Player : CharacterBody3D
{
Vector3 vel = new Vector3();
Vector3 inputDir = new Vector3();
Vector3 controlDir;
float gravity = -4.6f;
bool jump = false;
public override void _Ready()
{
base._Ready();
Global.player = this;
}
public override void _PhysicsProcess(double delta)
{
base._PhysicsProcess(delta);
if (IsOnFloor() && jump) {
jump = false;
} else if (IsOnFloor()) {
vel.Y = 0;
} else {
vel.Y += (float) (gravity * delta) * 64; //- 20;
}
Vector3 camForward = Global.camera.GlobalTransform.Basis.Z;
float angleToCam = camForward.SignedAngleTo(Vector3.Forward, Vector3.Up); //angle between control forward and camera forward
controlDir = inputDir.Normalized().Rotated(Vector3.Down, angleToCam);
vel.X = controlDir.X * 10f;
vel.Z = controlDir.Z * 10f;
Velocity = vel;
MoveAndSlide();
}
public override void _Input(InputEvent @event)
{
base._Input(@event);
if (@event.IsActionPressed("jump"))
{
Jump();
}
inputDir.X = Input.GetAxis("right", "left");
inputDir.Z = Input.GetAxis("down", "up");
}
private void Jump()
{
if (IsOnFloor())
{
jump = true;
vel = new Vector3(Velocity.X, 40f, Velocity.Z);
} else
{
GD.Print("Can't jump, not on floor");
}
}
}
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