separate aiming and moving logic
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48f60d8602
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16d82da04e
@ -26,12 +26,12 @@ func _follow(delta: float) -> void:
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player_position.y = _floor_height
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if Inputer.mode == Inputer.Mode.KB_MOUSE:
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_aim_offset = Referencer.player.aim_offset
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_aim_offset = Referencer.player.aiming.aim_offset
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else:
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var new_aim_offset := (
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Vector3.ZERO
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if Referencer.player.aim_input.length() == 0
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else Referencer.player.aim_offset
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if Referencer.player.aiming.aim_input.length() == 0
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else Referencer.player.aiming.aim_offset
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)
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_aim_offset = _aim_offset.lerp(new_aim_offset, _aim_damping * delta)
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@ -1,24 +1,12 @@
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class_name Player
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extends CharacterBody3D
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const MOVE_SPEED: float = 10
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const MOVE_ACCELERATION: float = 100
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const MOVE_DECELERATION: float = 50
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const FALL_SPEED: float = 20
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const FALL_ACCELERATION: float = 25
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@export var _respawn_height: float = -5
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@export var _controller_aim_offset: float = 20
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@export var _vertical_aim_aspect: float = 1.5
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var aim_offset: Vector3
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var aim_input: Vector2
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var movement: PlayerMovement = PlayerMovement.new()
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var aiming: PlayerAiming = PlayerAiming.new()
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var _respawn_point: Vector3
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var _floor_height: float
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var _move_input: Vector2
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var _move_direction: Vector3
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func _ready() -> void:
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@ -27,103 +15,31 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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_controller_aiming()
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aiming.controller_aiming(movement.move_input)
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call_deferred("_mouse_aiming")
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_process_respawning()
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Debugger.marker("aim", global_position + aim_offset)
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Debugger.marker("aim", global_position + aiming.aim_offset)
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func _physics_process(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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_lateral_movement(delta)
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_vertical_movement(delta)
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velocity = movement.lateral_movement(velocity, delta)
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velocity = movement.vertical_movement(velocity, delta, is_on_floor())
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move_and_slide()
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func _controller_aiming() -> void:
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if Inputer.mode != Inputer.Mode.CONTROLLER:
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return
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aim_input = Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down")
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if aim_input.length() == 0 and _move_input.length() == 0:
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return
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var input := (aim_input if aim_input.length() > 0 else _move_input).normalized()
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var aim_direction := Vector3(input.x, 0, input.y * _vertical_aim_aspect)
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aim_offset = (
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aim_direction.rotated(Vector3.UP, Referencer.main_camera.rotation.y)
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* _controller_aim_offset
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)
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look_at(global_position + aim_offset, Vector3.UP, true)
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func _mouse_aiming() -> void:
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if Inputer.mode != Inputer.Mode.KB_MOUSE:
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return
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var player_position := global_position
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if is_on_floor():
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_floor_height = player_position.y
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player_position.y = _floor_height
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var aim_position := _mouse_project(_floor_height)
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aim_offset = aim_position - player_position
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aim_position.y = global_position.y
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if aim_position == global_position:
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return
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look_at(aim_position, Vector3.UP, true)
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func _mouse_project(height: float) -> Vector3:
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var mouse_pos := get_viewport().get_mouse_position()
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var camera := Referencer.main_camera
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var from := camera.project_ray_origin(mouse_pos)
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var direction := camera.project_ray_normal(mouse_pos)
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var plane := Plane(Vector3.UP, height)
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var intersection: Variant = plane.intersects_ray(from, direction)
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if not intersection:
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return Vector3.ZERO
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return intersection as Vector3
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aiming.mouse_aiming(mouse_pos, global_position, is_on_floor())
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if aiming.aim_offset.length() > 0:
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look_at(global_position + aiming.aim_offset, Vector3.UP, true)
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func _process_respawning() -> void:
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if global_position.y < _respawn_height:
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global_position = _respawn_point
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velocity = Vector3.ZERO
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func _lateral_movement(delta: float) -> void:
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_move_input = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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if _move_input.length() > 0:
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_move_direction = Vector3(_move_input.x, 0, _move_input.y).normalized().rotated(
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Vector3.UP, Referencer.main_camera.rotation.y
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)
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var new_velocity := _move_direction * MOVE_SPEED
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new_velocity.y = velocity.y
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velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta)
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else:
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var new_velocity := Vector3.ZERO
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new_velocity.y = velocity.y
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velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta)
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func _vertical_movement(delta: float) -> void:
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if not is_on_floor():
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var new_velocity := velocity
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new_velocity.y = -FALL_SPEED
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velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta)
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else:
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velocity.y = 0
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56
scripts/player/player_aiming.gd
Normal file
56
scripts/player/player_aiming.gd
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@ -0,0 +1,56 @@
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class_name PlayerAiming
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extends RefCounted
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@export var _controller_aim_offset: float = 20
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@export var _vertical_aim_aspect: float = 1.5
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var aim_offset: Vector3
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var aim_input: Vector2
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var _floor_height: float
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func controller_aiming(move_input: Vector2) -> void:
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if Inputer.mode != Inputer.Mode.CONTROLLER:
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return
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aim_input = Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down")
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if aim_input.length() == 0 and move_input.length() == 0:
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return
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var input := (aim_input if aim_input.length() > 0 else move_input).normalized()
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var aim_direction := Vector3(input.x, 0, input.y * _vertical_aim_aspect)
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aim_offset = (
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aim_direction.rotated(Vector3.UP, Referencer.main_camera.rotation.y)
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* _controller_aim_offset
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)
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func mouse_aiming(mouse_pos: Vector2, player_position: Vector3, is_on_floor: bool) -> void:
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if Inputer.mode != Inputer.Mode.KB_MOUSE:
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return
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var position_y := player_position.y
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if is_on_floor:
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_floor_height = player_position.y
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player_position.y = _floor_height
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var aim_position := _mouse_project(mouse_pos, _floor_height)
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aim_offset = aim_position - player_position
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aim_position.y = position_y
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func _mouse_project(mouse_pos:Vector2, height: float) -> Vector3:
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var camera := Referencer.main_camera
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var from := camera.project_ray_origin(mouse_pos)
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var direction := camera.project_ray_normal(mouse_pos)
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var plane := Plane(Vector3.UP, height)
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var intersection: Variant = plane.intersects_ray(from, direction)
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if not intersection:
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return Vector3.ZERO
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return intersection as Vector3
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42
scripts/player/player_movement.gd
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42
scripts/player/player_movement.gd
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@ -0,0 +1,42 @@
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class_name PlayerMovement
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extends RefCounted
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const MOVE_SPEED: float = 10
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const MOVE_ACCELERATION: float = 100
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const MOVE_DECELERATION: float = 50
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const FALL_SPEED: float = 20
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const FALL_ACCELERATION: float = 25
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var move_input: Vector2
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var _move_direction: Vector3
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func lateral_movement(velocity: Vector3, delta: float) -> Vector3:
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move_input = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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if move_input.length() > 0:
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_move_direction = Vector3(move_input.x, 0, move_input.y).normalized().rotated(
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Vector3.UP, Referencer.main_camera.rotation.y
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)
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var new_velocity := _move_direction * MOVE_SPEED
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new_velocity.y = velocity.y
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velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta)
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else:
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var new_velocity := Vector3.ZERO
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new_velocity.y = velocity.y
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velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta)
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return velocity
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func vertical_movement(velocity: Vector3, delta: float, is_on_floor: bool) -> Vector3:
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if not is_on_floor:
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var new_velocity := velocity
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new_velocity.y = -FALL_SPEED
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velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta)
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else:
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velocity.y = 0
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return velocity
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