Files
godot_test/scripts/player.gd
aurinex b7ccc4e3d3 init
2025-08-07 17:58:10 +05:00

83 lines
2.5 KiB
GDScript

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