class_name MovementComponent extends Node @export var move_speed := 4.5 @export var jump_velocity := 4.5 @export var deceleration_speed := 20 var body: Character var direction: Vector3 var gravity: float func _ready(): gravity = ProjectSettings.get_setting("physics/3d/default_gravity") body = owner as Character body.controlled.connect(on_controlled) func on_controlled(controller: Controller): controller.direction_changed.connect(on_direction_changed) controller.jumped.connect(jump) func _physics_process(delta): if direction: body.velocity.x = direction.x * move_speed body.velocity.z = direction.z * move_speed else: body.velocity.x = Math.dampf(body.velocity.x, 0, deceleration_speed * delta) body.velocity.z = Math.dampf(body.velocity.z, 0, deceleration_speed * delta) if !body.is_on_floor(): body.velocity.y -= gravity * delta body.move_and_slide() func on_direction_changed(new_direction: Vector3): direction = new_direction func can_jump() -> bool: return body.is_on_floor() func jump(): body.velocity.y = jump_velocity