class_name Player extends CharacterBody3D const MOVE_SPEED: float = 10 const MOVE_ACCELERATION: float = 100 const MOVE_DECELERATION: float = 50 const FALL_SPEED: float = 20 const FALL_ACCELERATION: float = 25 @export var _respawn_height: float = -5 var _respawn_point: Vector3 func _ready() -> void: _respawn_point = global_position Referencer.player = self func _process(_delta: float) -> void: _mouse_turning() _process_respawning() func _physics_process(delta: float) -> void: if not is_multiplayer_authority(): return _mouse_turning() _lateral_movement(delta) _vertical_movement(delta) move_and_slide() func _mouse_turning() -> void: var mouse_pos := get_viewport().get_mouse_position() var camera := Referencer.main_camera var from := camera.project_ray_origin(mouse_pos) var direction := camera.project_ray_normal(mouse_pos) var plane := Plane(Vector3.UP, global_position) var intersection: Variant = plane.intersects_ray(from, direction) if not intersection: return look_at(intersection as Vector3, Vector3.UP, true) func _process_respawning() -> void: if global_position.y < _respawn_height: global_position = _respawn_point velocity = Vector3.ZERO func _lateral_movement(delta: float) -> void: var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down") var has_input := input_dir.length() > 0 if has_input: var direction := Vector3(input_dir.x, 0, input_dir.y).normalized() var new_velocity := (direction * MOVE_SPEED).rotated( Vector3.UP, Referencer.main_camera.rotation.y ) new_velocity.y = velocity.y velocity = velocity.move_toward(new_velocity, MOVE_ACCELERATION * delta) else: var new_velocity := Vector3.ZERO new_velocity.y = velocity.y velocity = velocity.move_toward(new_velocity, MOVE_DECELERATION * delta) func _vertical_movement(delta: float) -> void: if not is_on_floor(): var new_velocity := velocity new_velocity.y = -FALL_SPEED velocity = velocity.move_toward(new_velocity, FALL_ACCELERATION * delta) else: velocity.y = 0