extends CharacterBody3D @onready var _skin: KnightSkin = $skin const SPEED = 5.0 const JUMP_VELOCITY = 4.5 * 3 const FALL_SPEED = 2.0 var _last_movement_direction := Vector3.FORWARD func _input(event: InputEvent) -> void: if event.is_action_released("ui_accept"): velocity.y = 0 elif event.is_action_pressed("player-attack"): _skin.attack() func _process_player_input(_delta: float) -> void: # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction := -(transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED _last_movement_direction = direction else: velocity.x = 0 velocity.z = 0 # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY func _process_player_skin(_delta: float) -> void: _skin.global_rotation.y = Vector3.BACK.signed_angle_to(_last_movement_direction, Vector3.UP) if is_on_floor(): _skin.move(velocity.length()) else: _skin.fall() func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity += get_gravity() * FALL_SPEED * delta _process_player_input(delta) _process_player_skin(delta) move_and_slide()