extends CharacterBody3D @export var camera : Camera3D @export var mouse_sensitivity : float = 0.003 # TODO: this is sketchy check that its framerate independant pls @export var raycast : RayCast3D @export var held_object : Node3D @export var has_object : bool = false @export var hand : Node3D signal object_clicked(object : Node3D) const SPEED = 5.0 const JUMP_VELOCITY = 4.5 # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") func _ready(): Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # Handle jump. if Input.is_action_just_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY #free the mouse for debugging if Input.is_action_just_pressed("esc"): if (Input.mouse_mode == Input.MOUSE_MODE_CAPTURED): Input.mouse_mode = Input.MOUSE_MODE_VISIBLE else: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED # interact with stuff if Input.is_action_just_pressed("drop"): drop() # interact with stuff if Input.is_action_just_pressed("interact"): if "name" in raycast.get_collider(): if "command_name" in raycast.get_collider(): # clicked a command block print(raycast.get_collider().command_name) #hand.add_child(held_object) if(!has_object): held_object = raycast.get_collider() held_object.reparent(hand) held_object.position = Vector3(0,0,0) held_object.freeze = true has_object = true elif "placed_command" in raycast.get_collider(): # clicked a pedestal, place on pedestal if its not already got something var clicked_pedestal = raycast.get_collider() as Pedestal print("clicked pedestal: "+ clicked_pedestal.name) if(has_object and not clicked_pedestal.has_command): print("trying to place") held_object.reparent(clicked_pedestal.slot) held_object.position = Vector3(0,0,0) held_object.rotation_degrees = Vector3(0,0,0) has_object = false clicked_pedestal.has_command = true clicked_pedestal.placed_command = held_object else: print(raycast.get_collider().name) object_clicked.emit(raycast.get_collider()) else: print("womp womp") # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector("mov_left", "mov_right", "mov_up", "mov_down") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() func _input(event): # camera control if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: rotate_y(-event.relative.x * mouse_sensitivity) camera.rotate_x(-event.relative.y * mouse_sensitivity) camera.rotation.x = clampf(camera.rotation.x, -deg_to_rad(70), deg_to_rad(70)) func drop(): if has_object: held_object.reparent(get_tree().get_root()) held_object.freeze = false has_object = false