extends CharacterBody3D const SPEED = 0.5 const JUMP_VELOCITY = 4.5 @export var horiz_sens = 0.25 @export var vert_sens = 0.25 var target: WeakRef = weakref(null) var holding: WeakRef = weakref(null) # 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 $CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(-60), deg_to_rad(-11)) func _process(_delta): # Brings your mouse out of the window if you press escape. Add pause screen function here? if Input.is_action_pressed("ui_cancel"): Input.mouse_mode = Input.MOUSE_MODE_VISIBLE var obj = holding.get_ref() if obj: obj.global_transform.origin = $grape_man.get_pickup_bone_location() func _input(event): # Handle the rotation of the camera using mouse movement. if event is InputEventMouseMotion: rotate_y(deg_to_rad(-event.relative.x * horiz_sens)) $CameraMount.rotate_x(deg_to_rad(-event.relative.y * vert_sens)) var roty = deg_to_rad(event.relative.x * horiz_sens) $grape_man.rotate_y(roty) $CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(-60), deg_to_rad(-11)) if Input.is_action_just_pressed("ui_accept"): var obj = holding.get_ref() if obj: drop() $grape_man/drop.play() else: $grape_man/pickup.play() $grape_man.pickup() if Input.is_action_just_pressed("Pause"): pass if Input.is_action_just_pressed("Soundboard"): var sound_list = (["res://Sounds/jingle.ogg", "res://Sounds/yawn.ogg", "res://Sounds/woohoo.ogg", "res://Sounds/slimeu.ogg"]) var sound = sound_list[randi() % sound_list.size()] $grape_man/soundboard.stream = load(sound) $grape_man/soundboard.play() func _physics_process(delta): if $grape_man.pickup_animation_in_progress: return # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # 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("ui_left", "ui_right", "ui_up", "ui_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 $grape_man.look_at(Vector3( $grape_man.global_position.x - velocity.x, $grape_man.global_position.y, $grape_man.global_position.z - velocity.z, )) if holding.get_ref(): $grape_man.walk_hold() else: $grape_man.walk_empty() else: if holding.get_ref(): $grape_man.idle_hold() else: $grape_man.idle_empty() velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() func drop(): var obj = holding.get_ref() if not obj: print("dropped, but wasn't holding anything?") return remove_collision_exception_with(obj) obj.set_process(true) holding = weakref(null) func _on_grape_man_anim_check_grab(_position): var obj = target.get_ref() if not obj: $grape_man/sad.play() return $grape_man/chuckle.play() holding = target target = weakref(null) add_collision_exception_with(obj) obj.set_process(false) func _on_holster_enter(body): if target.get_ref() or holding.get_ref() or "is_holdable" not in body: return target = weakref(body) func _on_holster_exit(body): if not target.get_ref() or holding.get_ref() or "is_holdable" not in body: return target = weakref(null)