extends CharacterBody3D class_name Character @export_group("Movement Settings") @export var normal_speed: float = 6.0 @export var sprint_speed: float = 10.0 @export var jump_velocity: float = 10.0 @export var gravity_scale: float = 1.0 # Позволяет регулировать гравитацию @export var rotation_speed: float = 10.0 @export_group("References") @export var body: Node3D = null @export var spring_arm_offset: Node3D = null @export var respawn_point: Vector3 = Vector3(0, 5, 0) var _current_speed: float var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): $SpringArmOffset/SpringArm3D/Camera3D.current = false func _physics_process(delta): var current_scene = get_tree().get_current_scene() if not is_on_floor(): velocity.y -= gravity * delta if is_on_floor(): if Input.is_action_just_pressed("jump"): velocity.y = jump_velocity else: velocity.y -= gravity * delta _move() move_and_slide() if body and body.has_method("animate"): body.animate(velocity) func _process(_delta): _check_fall_and_respawn() func freeze(): velocity.x = 0 velocity.z = 0 _current_speed = 0 func _move() -> void: var input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward") # Получаем направление движения относительно камеры var camera_basis = $SpringArmOffset/SpringArm3D/Camera3D.global_transform.basis var direction = (camera_basis * Vector3(input_direction.x, 0, input_direction.y)).normalized() _update_speed() if direction: velocity.x = direction.x * _current_speed velocity.z = direction.z * _current_speed # Поворачиваем тело персонажа в направлении движения if velocity.length() > 0.1: # Только если есть значительное движение var target_rotation = atan2(velocity.x, velocity.z) body.rotation.y = lerp_angle(body.rotation.y, target_rotation, rotation_speed * get_process_delta_time()) else: velocity.x = move_toward(velocity.x, 0, _current_speed) velocity.z = move_toward(velocity.z, 0, _current_speed) func is_running() -> bool: return Input.is_action_pressed("shift") and _current_speed == sprint_speed func _update_speed() -> void: _current_speed = sprint_speed if Input.is_action_pressed("shift") else normal_speed func _check_fall_and_respawn(): if global_transform.origin.y < -15.0: _respawn() func _respawn(): global_transform.origin = respawn_point velocity = Vector3.ZERO