extends CharacterBody3D @export var SPEED: float = 5.0 @export var JUMP_VELOCITY: float = 4.5 @export var enable_gravity = true @onready var _camera: Camera3D @onready var _player_visual: Node3D = %PlayerVisual # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity: float = 9.8 var movement_enabled: bool = true var _physics_body_trans_last: Transform3D var _physics_body_trans_current: Transform3D const KEY_STRINGNAME: StringName = "Key" const ACTION_STRINGNAME: StringName = "Action" const INPUT_MOVE_UP_STRINGNAME: StringName = "move_up" const INPUT_MOVE_DOWM_STRINGNAME: StringName = "move_down" const INPUT_MOVE_LEFT_STRINGNAME: StringName = "move_left" const INPUT_MOVE_RIGHT_STRINGNAME: StringName = "move_right" var InputMovementDic: Dictionary = { INPUT_MOVE_UP_STRINGNAME: { KEY_STRINGNAME: KEY_W, ACTION_STRINGNAME: INPUT_MOVE_UP_STRINGNAME }, INPUT_MOVE_DOWM_STRINGNAME: { KEY_STRINGNAME: KEY_S, ACTION_STRINGNAME: INPUT_MOVE_DOWM_STRINGNAME }, INPUT_MOVE_LEFT_STRINGNAME: { KEY_STRINGNAME: KEY_A, ACTION_STRINGNAME: INPUT_MOVE_LEFT_STRINGNAME }, INPUT_MOVE_RIGHT_STRINGNAME: { KEY_STRINGNAME: KEY_D, ACTION_STRINGNAME: INPUT_MOVE_RIGHT_STRINGNAME }, } func _ready() -> void: for input in InputMovementDic: var key_val = InputMovementDic[input].get(KEY_STRINGNAME) var action_val = InputMovementDic[input].get(ACTION_STRINGNAME) _camera = owner.get_node("%MainCamera3D") var movement_input = InputEventKey.new() movement_input.physical_keycode = key_val InputMap.add_action(action_val) InputMap.action_add_event(action_val, movement_input) _player_visual.top_level = true func _physics_process(delta: float) -> void: _physics_body_trans_last = _physics_body_trans_current _physics_body_trans_current = global_transform # Add the gravity. if enable_gravity and not is_on_floor(): velocity.y -= gravity * delta if not movement_enabled: return # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir: Vector2 = Input.get_vector( INPUT_MOVE_LEFT_STRINGNAME, INPUT_MOVE_RIGHT_STRINGNAME, INPUT_MOVE_UP_STRINGNAME, INPUT_MOVE_DOWM_STRINGNAME ) var cam_dir: Vector3 = -_camera.global_transform.basis.z var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: var move_dir: Vector3 = Vector3.ZERO move_dir.x = direction.x move_dir.z = direction.z move_dir = move_dir.rotated(Vector3.UP, _camera.rotation.y).normalized() velocity.x = move_dir.x * SPEED velocity.z = move_dir.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() func _process(_delta: float) -> void: _player_visual.global_transform = _physics_body_trans_last.interpolate_with( _physics_body_trans_current, Engine.get_physics_interpolation_fraction() )