class_name Player extends CharacterBody3D const MOVE_SPEED: float = 5 const MOVE_ACCELERATION: float = 25 const MOVE_DECELERATION: float = 25 const JUMP_FORCE: float = 10 const FALL_SPEED: float = 20 const FALL_ACCELERATION: float = 25 @export var _respawn_height: float = -100 var _respawn_point: Vector3 @onready var _camera: Camera3D = $Camera3D @onready var _name_label: Label3D = $NameLabel func _enter_tree() -> void: set_multiplayer_authority(str(name).to_int()) func _ready() -> void: _name_label.text = str(name) if not is_multiplayer_authority(): return _respawn_point = global_position _camera.make_current() Referencer.player = self Referencer.main_camera = _camera print("Player ", name, " ready") func _exit_tree() -> void: if not is_multiplayer_authority(): return Referencer.player = null Referencer.main_camera = null print("Player ", name, " exiting tree") func _process(delta: float) -> void: if not is_multiplayer_authority(): Debugger.vector( "look" + str(name), _camera.global_position, _camera.global_position - _camera.global_basis.z ) return _process_respawning() _process_controller_rotating(delta) func _physics_process(delta: float) -> void: if not is_multiplayer_authority(): return _lateral_movement(delta) _vertical_movement(delta) _jumping(delta) move_and_slide() func _unhandled_input(event: InputEvent) -> void: if not is_multiplayer_authority(): return if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: if event is InputEventMouseMotion: _handle_mouse_rotating(event as InputEventMouseMotion) func _process_respawning() -> void: if global_position.y < _respawn_height: global_position = _respawn_point velocity = Vector3.ZERO func _process_controller_rotating(delta: float) -> void: var controller_raw_input := ( Input . get_vector( "camera_left", "camera_right", "camera_up", "camera_down", ) ) rotate_y( ( -controller_raw_input.x * deg_to_rad(Settings.controller_sensitivity_horizontal) * delta * (-1 if Settings.invert_controller_horizontal else 1) ) ) _camera.rotate_x( ( -controller_raw_input.y * deg_to_rad(Settings.controller_sensitivity_vertical) * delta * (-1 if Settings.invert_controller_vertical else 1) ) ) _camera.rotation.x = clampf(_camera.rotation.x, PI / -2, PI / 2) func _lateral_movement(delta: float) -> void: var input_dir := Input.get_vector( "move_left", "move_right", "move_forward", "move_back" ) var has_input := input_dir.length() > 0 if has_input: var direction := ( (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() ) var new_velocity := 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 func _jumping(_delta: float) -> void: if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_FORCE func _handle_mouse_rotating(event: InputEventMouseMotion) -> void: var sensitivity := deg_to_rad(Settings.mouse_sensitivity) rotate_y( ( -event.screen_relative.x * sensitivity * (-1 if Settings.invert_mouse_horizontal else 1) ) ) _camera.rotate_x( ( -event.screen_relative.y * sensitivity * (-1 if Settings.invert_mouse_vertical else 1) ) ) _camera.rotation.x = clamp(_camera.rotation.x, -PI / 2, PI / 2)