using Godot; using System; public partial class MyPlayer2 : CharacterBody3D { private AnimationPlayer _animationPlayer; public override void _Ready() { _animationPlayer = GetNode("godette/AnimationPlayer"); } public const float Speed = 5.0f; public const float JumpVelocity = 4.5f; public override void _PhysicsProcess(double delta) { Vector3 velocity = Velocity; // Add the gravity. if (!IsOnFloor()) { velocity += GetGravity() * (float)delta; } // Handle Jump. if (Input.IsActionJustPressed("ui_accept") && IsOnFloor()) { velocity.Y = JumpVelocity; } // Get the input direction and handle the movement/deceleration. // As good practice, you should replace UI actions with custom gameplay actions. Vector2 inputDir = Input.GetVector("left", "right", "forward", "backward"); Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized(); if (direction != Vector3.Zero) { velocity.X = direction.X * Speed; velocity.Z = direction.Z * Speed; _animationPlayer.CurrentAnimation = "Running_B"; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, Speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, Speed); _animationPlayer.CurrentAnimation = "Idle"; } Velocity = velocity; MoveAndSlide(); } }