a bit of restructuring, renaming, and c sharp setup
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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 += Vector3.DOWN * 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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