Added 3D Controller
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extends Node3D
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@export var canPitch: bool = false
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@export var canYaw: bool = false
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@export var rotateSpeed: float = 0.003
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@onready var sub_pivot: Node3D = $SubPivot
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _input(event):
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if event.is_action_pressed("click"):
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if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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if event.is_action_pressed("ui_cancel"):
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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if event is InputEventMouseMotion:
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if Input.mouse_mode != Input.MOUSE_MODE_CAPTURED: return
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if canYaw: sub_pivot.rotate_x(event.relative.y * -rotateSpeed)
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if canPitch: rotate_y(event.relative.x * -rotateSpeed)
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@@ -0,0 +1,30 @@
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extends CharacterBody3D
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@export var SPEED = 1.0
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@onready var camera_3d: Camera3D = $CameraPivot/SubPivot/Camera3D
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func _physics_process(delta: float) -> void:
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Handle jump.
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#if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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# velocity.y = JUMP_VELOCITY
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
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input_dir = input_dir.rotated(-camera_3d.global_rotation.y)
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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