extends CharacterBody3D @export var PlayerPhantomCam: PhantomCamera3D @onready var animation_player: AnimationPlayer = $AnimationPlayer const SPEED = 5.0 const JUMP_VELOCITY = 4.5 @onready var MainCamera: Camera3D = get_viewport().get_camera_3d() @export var mouse_sensitivity: float = 0.5 @export var min_pitch: float = -89.9 @export var max_pitch: float = 50 @export var min_yaw: float = 0 @export var max_yaw: float = 360 func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _process(delta: float) -> void: if DialogueState.start_play: return if Input.is_action_just_released('ui_cancel'): if Input.mouse_mode != Input.MOUSE_MODE_VISIBLE: Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) else: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _physics_process(delta: float) -> void: if DialogueState.start_play: return # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down") #var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") #Camera3D var direction := (MainCamera.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) if direction.length_squared() != 0: animation_player.play("walk") rotation.y = MainCamera.rotation.y + PI else: animation_player.play("idle") move_and_slide() func _unhandled_input(event: InputEvent) -> void: if DialogueState.start_play: return if Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: _set_pcam_rotation(PlayerPhantomCam, event) func _set_pcam_rotation(pcam: PhantomCamera3D, event: InputEvent) -> void: if event is InputEventMouseMotion: var pcam_rotation_degrees: Vector3 # Assigns the current 3D rotation of the SpringArm3D node - so it starts off where it is in the editor pcam_rotation_degrees = pcam.get_third_person_rotation_degrees() # Change the X rotation pcam_rotation_degrees.x -= event.relative.y * mouse_sensitivity # Clamp the rotation in the X axis so it go over or under the target pcam_rotation_degrees.x = clampf(pcam_rotation_degrees.x, min_pitch, max_pitch) # Change the Y rotation value pcam_rotation_degrees.y -= event.relative.x * mouse_sensitivity # Sets the rotation to fully loop around its target, but witout going below or exceeding 0 and 360 degrees respectively pcam_rotation_degrees.y = wrapf(pcam_rotation_degrees.y, min_yaw, max_yaw) # Change the SpringArm3D node's rotation and rotate around its target pcam.set_third_person_rotation_degrees(pcam_rotation_degrees)