using Godot; public partial class CharacterBody3D : Godot.CharacterBody3D { public const float Speed = 5.0f; public const float JumpVelocity = 4.5f; [Export] private float _sensitivityHorizontal = 0.05f; [Export] private float _sensitivityVertical = 0.05f; [Export] private float _joystickDeadZone = 0.5f; private Node3D _cameraMount; private Node3D _pivot; // Get the gravity from the project settings to be synced with RigidBody nodes. public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle(); public override void _Ready() { Input.MouseMode = Input.MouseModeEnum.Captured; _cameraMount = GetNode("/root/Main/CharacterBody3D/CameraMount"); _pivot = GetNode("/root/Main/CharacterBody3D/Pivot"); } public override void _UnhandledInput(InputEvent @event) { if (Input.IsActionJustPressed("quit")) GetTree().Quit(); } public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) velocity.Y -= gravity * (float)delta; // Handle Jump. if (Input.IsActionJustPressed("jump") && IsOnFloor()) velocity.Y = JumpVelocity; // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. 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("Pivot").LookAt(Position + direction, Vector3.Up); } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed); } Velocity = velocity; MoveAndSlide(); } }