extends CharacterBody3D @export var SPEED: float = 10.0 @export var SENSI : float = 0.005 @export var SPEED_PARTICULES: float = 1; @export var checkpoint:Node3D = null @export var cooldown: float = 1 @export_group("Children") @export var head: Node3D @export var anim: AnimationPlayer @export var particules: GPUParticles3D @export var time_hand: float= 0 func _ready() -> void: time_hand = cooldown Input.mouse_mode = Input.MOUSE_MODE_CAPTURED add_to_group("player") func _input(event: InputEvent) -> void: if event is InputEventMouseMotion: head.rotate_x(-event.relative.y * SENSI) rotate_y(-event.relative.x * SENSI) head.rotation.x = clamp(head.rotation.x, -PI/2, PI/2) func _physics_process(delta: float) -> void: time_hand += delta # Add the gravity. if not is_on_floor(): if velocity.y < 0: velocity += get_gravity() * delta * 2 else: velocity += get_gravity() * delta * 3 if (Input.is_action_just_pressed("interact") and time_hand >= cooldown): time_hand = 0 var vect if(checkpoint == null): vect = Vector3.DOWN * SPEED_PARTICULES else: vect = (checkpoint.position - position).normalized() * SPEED_PARTICULES particules.process_material.set("gravity", vect) anim.play("finger") var input_dir := Input.get_vector("left", "right", "up", "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 else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide()