'''extends CharacterBody3D
const SPEED = 5
const JUMP_VELOCITY = 4.5
var walking = false
@onready var animation_player = $Visuals/player/AnimationPlayer
@onready var visuals = $Visuals
@onready var camera_point = $camera_point
Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
GlobalMangerr.set_player(self)
animation_player.set_blend_time("idle","run",0.4)
animation_player.set_blend_time("run","idle",0.4)
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
# Handle jump.
if Input.is_action_just_pressed("Accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# 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("west", "east", "north", "south")
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
visuals.look_at(direction + position)
if !walking:
walking = true
animation_player.play("run")
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if walking:
walking = false
animation_player.play("idle")
move_and_slide()
'''