Refactor
This commit is contained in:
@@ -2,9 +2,10 @@ using Godot;
|
||||
|
||||
public partial class Player : CharacterBody3D
|
||||
{
|
||||
public const float Speed = 5.0f;
|
||||
public const float JumpVelocity = 4.5f;
|
||||
|
||||
[Export]
|
||||
private float _speed = 5.0f;
|
||||
[Export]
|
||||
private float _jumpVelocity = 4.5f;
|
||||
[Export]
|
||||
private float _sensitivityHorizontal = 0.05f;
|
||||
[Export]
|
||||
@@ -33,30 +34,35 @@ public partial class Player : CharacterBody3D
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
Vector3 velocity = Velocity;
|
||||
|
||||
if (!IsOnFloor())
|
||||
velocity.Y -= _gravity * (float)delta;
|
||||
|
||||
if (Input.IsActionJustPressed("jump") && IsOnFloor())
|
||||
velocity.Y = JumpVelocity;
|
||||
|
||||
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
|
||||
Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
|
||||
if (direction != Vector3.Zero)
|
||||
{
|
||||
velocity.X = direction.X * Speed;
|
||||
velocity.Z = direction.Z * Speed;
|
||||
direction = direction.Normalized();
|
||||
GetNode<Node3D>("Pivot").LookAt(Position + direction, Vector3.Up);
|
||||
}
|
||||
else
|
||||
{
|
||||
velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed);
|
||||
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed);
|
||||
}
|
||||
var gravityDelta = _gravity * (float)delta;
|
||||
var velocity = CalculateMovement(Velocity, Transform, gravityDelta);
|
||||
|
||||
Velocity = velocity;
|
||||
MoveAndSlide();
|
||||
}
|
||||
|
||||
private Vector3 CalculateMovement(Vector3 velocity, Transform3D transform, float gravityDelta)
|
||||
{
|
||||
if (!IsOnFloor())
|
||||
velocity.Y -= gravityDelta;
|
||||
|
||||
if (Input.IsActionJustPressed("jump") && IsOnFloor())
|
||||
velocity.Y = _jumpVelocity;
|
||||
|
||||
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
|
||||
Vector3 direction = (transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
|
||||
if (direction != Vector3.Zero)
|
||||
{
|
||||
velocity.X = direction.X * _speed;
|
||||
velocity.Z = direction.Z * _speed;
|
||||
GetNode<Node3D>("Pivot").LookAt(Position + direction.Normalized(), Vector3.Up);
|
||||
}
|
||||
else
|
||||
{
|
||||
velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed);
|
||||
velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed);
|
||||
}
|
||||
|
||||
return velocity;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user