33 lines
900 B
C#
33 lines
900 B
C#
using Godot;
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using System;
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public partial class TestCharacter : CharacterBody3D
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{
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[Export]
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private float _speed = 5.0f;
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public override void _PhysicsProcess(double delta)
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{
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Vector3 velocity = Velocity;
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 inputDir = Input.GetVector("p1_left", "p1_right", "p1_up", "p1_down");
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Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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velocity.X = direction.X * _speed;
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velocity.Z = direction.Z * _speed;
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GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
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}
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else
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{
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velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
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velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
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}
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Velocity = velocity;
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MoveAndSlide();
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}
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}
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