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extends CharacterBody3D
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const SPEED = 200.0
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const JUMP_VELOCITY = 10.0
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@onready var animator = get_node("gobot/AnimationPlayer") as AnimationPlayer
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@export var view : Node3D
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var movement_velocity : Vector3
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var rotation_direction : float
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func _physics_process(delta: float) -> void:
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handle_input(delta)
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apply_gravity(delta)
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jump()
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handle_animations()
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var applied_velocity : Vector3
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applied_velocity = velocity.lerp(movement_velocity, delta * 10)
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applied_velocity.y = -gravity
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velocity = applied_velocity
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move_and_slide()
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if Vector2(velocity.z, velocity.x).length() > 0:
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rotation_direction = Vector2(velocity.z, velocity.x).angle()
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rotation.y = lerp_angle(rotation.y, rotation_direction, delta * 10)
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func handle_input(delta):
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var input := Vector3.ZERO
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input.x = Input.get_axis("move_left", "move_right")
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input.z = Input.get_axis("move_backward", "move_foward")
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input = input.rotated(Vector3.UP, view.rotation.y).normalized()
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velocity = input * SPEED * delta
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func handle_animations():
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if is_on_floor():
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if abs(velocity.x) > 1 or abs(velocity.z) > 1:
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animator.play("Run", 0.3)
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else:
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animator.play("Idle", 0.3)
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else:
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animator.play("Jump", 0.3)
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if !is_on_floor() and gravity > 2:
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animator.play("Fall", 0.3)
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func apply_gravity(delta):
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if not is_on_floor():
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gravity += 25 * delta
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func jump():
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if Input.is_action_just_pressed("move_jump") and is_on_floor():
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gravity = -JUMP_VELOCITY
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if gravity > 0 and is_on_floor():
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gravity = 0
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