class_name Player extends CharacterBody3D const RUN_SPEED := 80.0 const SPRINT_SPEED := 160.0 const AIR_SPEED := 10.0 const JUMP_FORCE := 4.5 const GROUND_FRICTION := 0.3 const AIR_FRICTION := 0.03 var gravity: Vector3 = ( ProjectSettings.get_setting("physics/3d/default_gravity") * ProjectSettings.get_setting("physics/3d/default_gravity_vector") ) var selected_interactive: Interactive @onready var player_hud: PlayerHUD = %PlayerHUD @onready var camera_pivot: Node3D = %CameraPivot @onready var spray_muzzle: Marker3D = %SprayMuzzle @onready var interact_ray: RayCast3D = %InteractRay func get_speed() -> float: if is_on_floor(): if Input.is_action_pressed("sprint"): return SPRINT_SPEED return RUN_SPEED return AIR_SPEED func get_friction() -> float: if is_on_floor(): return GROUND_FRICTION return AIR_FRICTION func get_spray() -> Spray: return spray_muzzle.get_child(0) func _physics_process(delta: float) -> void: # Will be null if no valid interactor is selected. var interactive: Interactive = interact_ray.get_collider() as Interactive player_hud.select_interactive(interactive) if interactive and Input.is_action_just_pressed("interact"): interactive.activate() if Input.is_action_pressed("fire"): get_spray().fire() else: get_spray().idle() # Gravity if not is_on_floor(): velocity += gravity * delta # Input movement var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back") var direction := ( (camera_pivot.global_basis * Vector3(input_dir.x, 0, input_dir.y) * Vector3(1, 0, 1)) . normalized() ) var movement := direction * get_speed() * delta velocity.x += movement.x velocity.z += movement.z if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_FORCE # Friction var friction := get_friction() velocity.x = lerpf(velocity.x, 0, friction) velocity.z = lerpf(velocity.z, 0, friction) move_and_slide()