extends CharacterBody3D const SPEED = 5. const FAST_SPEED = 10. const JUMP_VELOCITY = 4.5 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") @onready var cam_pointer = $camPointer @onready var persone = $Persone var direction := Vector3(0, 0, -1) var lookDirection := Vector3(0, 0, -1) func _ready(): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED persone.animation("idle") func _physics_process(delta: float): if not is_on_floor(): velocity.y -= gravity * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY persone.animation("jump") move_and_slide() 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 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") # #input_dir = cam_pointer var dir: Vector3 var speed = SPEED if Input.is_action_pressed("shift"): speed = FAST_SPEED if Input.is_action_pressed("up"): dir = direction else: dir = Vector3() if dir: var angle = direction.signed_angle_to(lookDirection, Vector3.DOWN) #persone.rotation.y += angle var q = lerp(persone.rotation.y, persone.rotation.y + angle, 1) persone.rotation.y = q lookDirection = direction.normalized() if is_on_floor(): if Input.is_action_pressed("shift"): persone.animation("run") else: persone.animation("walk") velocity.x = dir.x * speed velocity.z = dir.z * speed else: if is_on_floor(): persone.animation("idle") velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() func _input(event): if event is InputEventMouseMotion: cam_pointer.rotation.y -= event.relative.x * .01 cam_pointer.rotation.x -= event.relative.y * .01 direction = direction.rotated(Vector3.DOWN, event.relative.x * .01)