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GDScript3
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class_name MovementComponent
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extends CharacterComponent
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static var ticks_per_second := ProjectSettings.get_setting("physics/common/physics_ticks_per_second") as float
static var gravity := ProjectSettings.get_setting("physics/3d/default_gravity") as float
@export var body: CharacterBody3D
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@export var move_speed := 4.5
@export var jump_velocity := 4.5
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@export var deceleration_speed := 20
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var direction: Vector3
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var physics_position: Vector3
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func _ready():
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physics_position = character.position
character.controlled.connect(on_controlled)
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func _process(delta: float):
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if (physics_position - character.position).length_squared() < 0.00001:
return
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character.position = Math.damp_vector(character.position, physics_position, ticks_per_second * delta)
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func _physics_process(delta: float):
begin_physics()
move(delta)
end_physics()
func move(delta: float):
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if direction:
body.velocity.x = direction.x * move_speed
body.velocity.z = direction.z * move_speed
else:
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body.velocity.x = Math.dampf(body.velocity.x, 0, deceleration_speed * delta)
body.velocity.z = Math.dampf(body.velocity.z, 0, deceleration_speed * delta)
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if !body.is_on_floor():
body.velocity.y -= gravity * delta
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if !body.velocity:
return
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body.move_and_slide()
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func begin_physics():
body.global_position = physics_position
func end_physics():
physics_position = body.global_position
body.position = Vector3.ZERO
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func can_jump() -> bool:
return body.is_on_floor()
func jump():
body.velocity.y = jump_velocity
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func on_controlled(controller: Controller):
controller.direction_changed.connect(on_direction_changed)
controller.jumped.connect(jump)
func on_direction_changed(new_direction: Vector3):
direction = new_direction