extends CharacterBody3D const SPEED = 10.0 const JUMP_VELOCITY = 5 # Get the gravity from the project settings to be synced with RigidDynamicBody nodes. var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") @onready var neck := $Neck @onready var camera := $Neck/Camera3D @onready var walking_sound = $AudiostreamPlayer3DSTEP func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseButton: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) elif event.is_action_pressed("ui_cancel"): Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: if event is InputEventMouseMotion: neck.rotate_y(-event.relative.x * 0.01) camera.rotate_x(-event.relative.y * 0.01) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-60), deg_to_rad(60)) func _physics_process(delta: float) -> void: # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle Jump. if Input.is_action_just_pressed("ui_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("Left", "Right", "Forward", "Back") var sprint := Input.is_action_pressed("Sprint") var direction = (neck.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var vx = direction.x * SPEED var vz = direction.z * SPEED if(sprint): vx*=10 vz*=10 velocity.x = vx velocity.z = vz # GårHan? if velocity.length() > 0.1 and is_on_floor() and !walking_sound.playing: walking_sound.play() # Stårstilla? if velocity.length() < 0.1 or !is_on_floor(): walking_sound.stop() move_and_slide()