extends CharacterBody3D
# Enum for weapon states
enum WeaponState {
UNEQUIPPED,
EQUIPPED
}
var current_state = WeaponState.UNEQUIPPED
@export var S_H = 0.1
@export var S_v = 0.1
@onready var animation_player = $MeshRoot/AuxScene/AnimationPlayer
@onready var C_M = $Node3D
var SPEED = 2
const JUMP_VELOCITY = 4.5
var running = false
var running_speed = 5
var walking_speed = 2
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event):
if event is InputEventMouseMotion:
rotate_y(deg_to_rad(-event.relative.x*S_H))
C_M.rotate_x(deg_to_rad(-event.relative.y*S_v))
func _physics_process(delta):
if Input.is_action_pressed("run"):
SPEED = running_speed
running = true
else:
SPEED = walking_speed
running = false
# Add the gravity.
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
# 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")
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
if running:
if animation_player.current_animation != "running":
animation_player.play("Running(2)0")
else:
if animation_player.current_animation != "WalkWithBriefcase0":
animation_player.play("WalkWithBriefcase0")
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
if animation_player.current_animation != "idle":
animation_player.play("Idle(3)0")
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()