97 lines
3.5 KiB
GDScript
97 lines
3.5 KiB
GDScript
extends CharacterBody3D
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class_name Character
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@export_group("Movement Settings")
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@export var normal_speed: float = 6.0
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@export var sprint_speed: float = 10.0
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@export var jump_velocity: float = 10.0
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@export var gravity_scale: float = 1.0
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@export var rotation_speed: float = 10.0
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@export var acceleration: float = 10.0 # Сила ускорения
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@export var deceleration: float = 8.0 # Сила замедления
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@export_group("References")
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@export var body: Node3D = null
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@export var spring_arm_offset: Node3D = null
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@export var respawn_point: Vector3 = Vector3(0, 5, 0)
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var _current_speed: float
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var _target_velocity: Vector3 = Vector3.ZERO # Целевая скорость
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var _has_input: bool = false
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var _can_sprint: bool = true
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func _ready():
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$SpringArmOffset/SpringArm3D/Camera3D.current = false
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func _physics_process(delta):
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# Обработка гравитации
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if not is_on_floor():
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velocity.y -= gravity * delta
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_can_sprint = false # В воздухе нельзя ускоряться
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else:
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_can_sprint = true # На земле можно ускоряться
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# Обработка прыжка
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if is_on_floor() and Input.is_action_just_pressed("jump"):
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velocity.y = jump_velocity
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_can_sprint = false # При прыжке сразу отключаем спринт
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_move(delta)
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move_and_slide()
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if body and body.has_method("animate"):
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body.animate(velocity)
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func _process(_delta):
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_check_fall_and_respawn()
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func _move(delta: float) -> void:
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var input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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_has_input = input_direction.length() > 0.1
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# Получаем направление движения относительно камеры
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var camera_basis = $SpringArmOffset/SpringArm3D/Camera3D.global_transform.basis
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var direction = (camera_basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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_update_speed()
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if direction:
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# Устанавливаем целевую скорость с учетом направления
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_target_velocity.x = direction.x * _current_speed
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_target_velocity.z = direction.z * _current_speed
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# Плавно изменяем скорость в сторону целевой
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velocity.x = lerp(velocity.x, _target_velocity.x, acceleration * delta)
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velocity.z = lerp(velocity.z, _target_velocity.z, acceleration * delta)
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# Поворачиваем тело персонажа в направлении движения
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if velocity.length() > 0.1:
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var target_rotation = atan2(_target_velocity.x, _target_velocity.z)
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body.rotation.y = lerp_angle(body.rotation.y, target_rotation, rotation_speed * delta)
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else:
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# Если нет ввода, плавно уменьшаем скорость
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_target_velocity = Vector3.ZERO
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velocity.x = lerp(velocity.x, 0.0, deceleration * delta)
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velocity.z = lerp(velocity.z, 0.0, deceleration * delta)
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func is_running() -> bool:
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return Input.is_action_pressed("shift") and _current_speed == sprint_speed
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func _update_speed() -> void:
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# Ускорение работает только когда персонаж на земле
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if _can_sprint and Input.is_action_pressed("shift"):
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_current_speed = sprint_speed
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else:
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_current_speed = normal_speed
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func _check_fall_and_respawn():
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if global_transform.origin.y < -15.0:
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_respawn()
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func _respawn():
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global_transform.origin = respawn_point
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velocity = Vector3.ZERO
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_target_velocity = Vector3.ZERO
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_can_sprint = true
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