extends CharacterBody3D var remote_player = false const SPEED = 5.0 const JUMP_VELOCITY = 4.5 const Disc = preload("res://disc.tscn") var heldItem = null # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # TODO: Add Tween for rotation, maybe func enterThrowMode(): $Torso.rotation_degrees.y = 110 # TODO: Add Tweens between modes func leaveThroeMode(): rotation.y = 0 func _input(event): if Input.is_action_pressed("player_taunt"): enterThrowMode() if heldItem == null: heldItem = Disc.instantiate() heldItem.freeze_mode = RigidBody3D.FREEZE_MODE_STATIC heldItem.freeze = true $Torso/RightArm/Hand.add_child(heldItem) func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle Jump. if Input.is_action_just_pressed("player_jump") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. var input_dir = Input.get_vector("player_left", "player_right", "player_up", "player_down") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)) if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) var flick = Input.get_vector( "flick_left", "flick_right", "flick_up", "flick_down" ) var flick_ang :float= 0 if flick.length_squared() != 0: flick_ang = flick.angle() if heldItem == null: var flick_rot = Vector3(0,0,flick_ang) $Torso/LeftArm.rotation = flick_rot $Torso/RightArm.rotation = -flick_rot else: var flick_rot = Vector3(0,flick_ang - PI/4,0) $Torso/LeftArm.rotation_degrees.z = 70 $Torso/RightArm.rotation.y = clamp(flick_ang,0,PI/2) var speed = velocity.length() if speed > 0: $Running.speed_scale = speed/SPEED*3 $Running.play("player_run") else: var stop_tween :Tween= $Running.create_tween() $Running.stop(true) stop_tween.tween_property(self, "rotation", Vector3(0,0,0), 0.2) move_and_slide()