83 lines
2.5 KiB
GDScript
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
|