extends CharacterBody3D class_name Player var input: PlayerInputData const SPEED = 5.0 const JUMP_VELOCITY = 4.5 @onready var model = %fox func _physics_process(delta: float) -> void: if not model.is_busy(): var direction := input.walk_dir 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) if direction.length() > 0.01: var target := global_transform.looking_at(global_position + input.walk_dir, Vector3(0.0, 1.0, 0.0)).basis.get_euler().y var current_euler := global_basis.get_euler() current_euler.y = lerp_angle(current_euler.y, target, delta * 20.0) global_basis = Basis.from_euler(current_euler) model.walk() else: model.idle() if input.jumping: model.pounce() position += model.global_transform.basis * model.root_motion() move_and_slide()