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GDScript3
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extends CharacterBody3D
const SPEED = 150.0
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const RUN_SPEED = 400.0
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const JUMP_VELOCITY = 200
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#
#@export var state_machine: LimboHSM
## States
#@onready var idle_state: LimboState = $LimboHSM/Idle
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var last_direction:= Vector3.ONE
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@onready var camera: Camera3D = $Camera3D
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#
#func _ready():
#_initialize_state_machine()
#
#func _initialize_state_machine():
#state_machine.initial_state = idle_state
#state_machine.initialize(self)
#state_machine.set_active(true)
#
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func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
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var k = RUN_SPEED if Input.is_key_pressed(KEY_SHIFT) else SPEED
self.velocity.x = delta * k * Input.get_axis("move_left", "move_right")
self.velocity.z = delta * k * Input.get_axis("move_forward", "move_back")
Messagebus.DEBUG_XYZ.emit(self.global_transform.origin)
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if Input.is_action_just_pressed("jump") and is_on_floor():
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self.velocity.y = delta * JUMP_VELOCITY
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var i = Input.get_axis("move_left", "move_right")
if snapped(i, 1):
last_direction = Vector3(sign(i), 1, 1)
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var t: Material = $MeshInstance3D.material_override
t.uv1_scale = last_direction
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move_and_slide()
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# handle camera
camera.position.x = lerp(camera.position.x, position.x, 0.08)
camera.position.y = lerp(camera.position.y, position.y, 0.08) + 0.07
camera.position.z = position.z + 4
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func _unhandled_input(_event: InputEvent) -> void:
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if Input.is_action_pressed("zoom_in"):
camera.fov -= 1 * (5 if Input.is_key_pressed(KEY_SHIFT) else 1)
camera.size -= 1 * (0.2 if Input.is_key_pressed(KEY_SHIFT) else 0.05)
if Input.is_action_pressed("zoom_out"):
camera.fov += 1 * (5 if Input.is_key_pressed(KEY_SHIFT) else 1)
camera.size += 1 * (0.2 if Input.is_key_pressed(KEY_SHIFT) else 0.05)