Added 3D model
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54
Player.gd
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54
Player.gd
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extends CharacterBody3D
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@export var speed = 10.0
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@export var lateral_speed = 4.0
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@export var turn_speed = 2
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@export var jump_impulse = 20
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@export var fall_acceleration = 50
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@onready var playback : AnimationNodeStateMachinePlayback = $Rogue_Hooded/AnimationTree.get("parameters/playback")
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@onready var anim : AnimationPlayer = $Rogue_Hooded/AnimationPlayer
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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playback.travel("Idle")
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#anim.play("Idle")
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func _physics_process(delta):
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if not is_on_floor():
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velocity.y -= fall_acceleration * delta
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get_input(delta)
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move_and_slide()
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func _process(delta):
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if not is_on_floor():
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playback.travel("Jump_Full_Short")
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#anim.play("Jump_Full_Short")
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else:
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if velocity != Vector3.ZERO:
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playback.travel("Walking_B")
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#anim.play("Walking_B")
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else:
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playback.travel("Idle")
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#anim.play("Idle")
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func get_input(delta):
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var vy = velocity.y
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velocity = Vector3.ZERO
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var move_z = Input.get_axis("move_forward", "move_back")
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var move_x = Input.get_axis("move_left", "move_right")
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var turn = Input.get_axis("spin_right", "spin_left")
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velocity += -transform.basis.z * move_z * speed
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velocity += -transform.basis.x * move_x * speed
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rotate_y(turn_speed * turn * delta)
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velocity.y = vy
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if is_on_floor() and Input.is_action_just_pressed("jump"):
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velocity.y = jump_impulse
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func align_with_y(xform, new_y):
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xform.basis.y = new_y
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xform.basis.x = -xform.basis.z.cross(new_y)
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xform.basis = xform.basis.orthonormalized()
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return xform
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