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 @export var _controller_aim_offset: float = 20 @export var _vertical_aim_aspect: float = 1.5 var aim_offset: Vector3 var aim_input: Vector2 var _respawn_point: Vector3 var _floor_height: float var _move_input: Vector2 var _move_direction: Vector3 func _ready() -> void: _respawn_point = global_position Referencer.player = self func _process(_delta: float) -> void: _controller_aiming() call_deferred("_mouse_aiming") _process_respawning() Debugger.marker("aim", global_position + aim_offset) func _physics_process(delta: float) -> void: if not is_multiplayer_authority(): return _lateral_movement(delta) _vertical_movement(delta) move_and_slide() func _controller_aiming() -> void: if Inputer.mode != Inputer.Mode.CONTROLLER: return aim_input = Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down") if aim_input.length() == 0 and _move_input.length() == 0: return var input := (aim_input if aim_input.length() > 0 else _move_input).normalized() var aim_direction := Vector3(input.x, 0, input.y * _vertical_aim_aspect) aim_offset = ( aim_direction.rotated(Vector3.UP, Referencer.main_camera.rotation.y) * _controller_aim_offset ) look_at(global_position + aim_offset, Vector3.UP, true) func _mouse_aiming() -> void: if Inputer.mode != Inputer.Mode.KB_MOUSE: return var player_position := global_position if is_on_floor(): _floor_height = player_position.y player_position.y = _floor_height var aim_position := _mouse_project(_floor_height) aim_offset = aim_position - player_position aim_position.y = global_position.y if aim_position == global_position: return look_at(aim_position, Vector3.UP, true) func _mouse_project(height: float) -> Vector3: 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, height) var intersection: Variant = plane.intersects_ray(from, direction) if not intersection: return Vector3.ZERO return intersection as Vector3 func _process_respawning() -> void: if global_position.y < _respawn_height: global_position = _respawn_point velocity = Vector3.ZERO func _lateral_movement(delta: float) -> void: _move_input = Input.get_vector("move_left", "move_right", "move_up", "move_down") if _move_input.length() > 0: _move_direction = Vector3(_move_input.x, 0, _move_input.y).normalized().rotated( Vector3.UP, Referencer.main_camera.rotation.y ) var new_velocity := _move_direction * MOVE_SPEED 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