extends CharacterBody3D @export var speed = 100.0 @export var fall_acceleration = 75.0 @export var vertical_sensivity = 0.005 @export var horizontal_sensivity = 0.005 var stack: CommandStack = CommandStack.new() @onready var camera: Camera3D = $"Camera" @onready var weapon_player: AnimationPlayer = $"HUD/Weapon/AnimationPlayer" # Called when the node enters the scene tree for the first time. func _ready() -> void: weapon_player.current_animation = "static" Input.mouse_mode = Input.MOUSE_MODE_CAPTURED # Called every frame. 'delta' is the elapsed time since the previous frame. func _physics_process(delta: float) -> void: var direction = Vector3.ZERO direction.z = Input.get_axis("move_forward", "move_backward") direction.x = Input.get_axis("move_left", "move_right") var target_velocity = (transform.basis * direction).normalized() * speed * delta if not is_on_floor(): target_velocity.y -= fall_acceleration * delta velocity = target_velocity move_and_slide() func _input(event): if event is InputEventMouseMotion: var new_rotation = clamp( camera.rotation.x - event.relative.y * vertical_sensivity, -PI/2, PI/2 ) camera.rotation.x = new_rotation rotation.y -= event.relative.x * horizontal_sensivity