using Godot; public partial class Player : CharacterBody3D { [Export] private float _speed = 5.0f; [Export] private 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/Player/CameraMount"); _pivot = GetNode("/root/Main/Player/Pivot"); } public override void _UnhandledInput(InputEvent @event) { if (Input.IsActionJustPressed("quit")) GetTree().Quit(); if (Input.IsActionJustPressed("shoot")) Shoot(); } public override void _Input(InputEvent @event) { } public override void _PhysicsProcess(double delta) { var gravityDelta = _gravity * (float)delta; var velocity = CalculateMovement(Velocity, Transform, gravityDelta); Velocity = velocity; MoveAndSlide(); } private void Shoot() { GD.Print("Shoot"); var projectile = new Fireball(); Owner.AddChild(projectile); projectile.Transform = Transform; } 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("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; } }