public partial class MovementController : Node { [ExportGroup("Movement")] [Export] public float Acceleration { get; set; } = 4.0f; [Export] public float MaxSpeed { get; set; } = 2.1f; [Export] public float FrictionFloor { get; set; } = 12.0f; [Export] public float FrictionAir { get; set; } = 2.0f; [Export] public float Gravity { get; set; } = 12.0f; [ExportGroup("Jumping")] [Export] public float JumpVelocity { get; set; } = 4.0f; [Export] public float JumpEarlyTime { get; set; } = 0.0f; // Time (in seconds) after pressing the jump button a jump may occur late. [Export] public float JumpCoyoteTime { get; set; } = 0.0f; // Time (in seconds) after leaving a jumpable surface when a jump may still occur. public float RealMoveSpeed { get; private set; } public bool IsSprinting { get; private set; } public float TimeSinceJumpPressed { get; private set; } = float.PositiveInfinity; public float TimeSinceOnFloor { get; private set; } = float.PositiveInfinity; CharacterBody3D _player; CameraController _cameraController; public override void _Ready() { _player = GetParent(); _cameraController = _player.GetNode("CameraController"); } public override void _UnhandledInput(InputEvent @event) { // TODO: Sprinting. // TODO: Jumping. } public override void _PhysicsProcess(double delta) { // Get the (normalized) movement vector from the current input. var input = Input.GetVector("move_strafe_left", "move_strafe_right", "move_forward", "move_back"); var velocity = _player.Velocity; var horVelocity = velocity with { Y = 0 }; // TODO: Gravity. // velocity.Y -= Gravity * (float)delta; var basis = _player.Basis.Rotated(Vector3.Up, _cameraController.CurrentYaw); var target = basis * new Vector3(input.X, 0, input.Y) * MaxSpeed; var isMoving = target.Dot(horVelocity) > 0.0f; var isOnFloor = true; // _player.IsOnFloor(); var accel = isMoving ? Acceleration : isOnFloor ? FrictionFloor : FrictionAir; if (IsSprinting) { target *= 5; accel *= 5; } horVelocity = horVelocity.Lerp(target, accel * (float)delta); velocity.X = horVelocity.X; velocity.Z = horVelocity.Z; if (isOnFloor) TimeSinceOnFloor = 0.0f; else TimeSinceOnFloor += (float)delta; if ((TimeSinceJumpPressed <= JumpEarlyTime) && (TimeSinceOnFloor <= JumpCoyoteTime)) { TimeSinceJumpPressed = TimeSinceOnFloor = float.PositiveInfinity; velocity.Y = JumpVelocity; } _player.Velocity = velocity; _player.MoveAndSlide(); RealMoveSpeed = (_player.Velocity with { Y = 0 }).Length(); } }