extends CharacterBody3D class_name Player var _input: PlayerInputData = null var input: PlayerInputData: set(v): if _input != null: _input.drop.disconnect(drop) _input.claimed = false _input = v if _input != null: _input.drop.connect(drop) _input.claimed = true get: return _input const SPEED = 5.0 const JUMP_VELOCITY = 4.5 enum initial { fox, vole, } @export var initial_model: initial @onready var model = %vole if initial_model == initial.vole else %fox func drop(): _input = null func _ready() -> void: %vole.visible = false %fox.visible = false model.visible = true if model == %vole: $VoleShape.visible = true $FoxShape.visible = false else: $VoleShape.visible = false $FoxShape.visible = true func _physics_process(delta: float) -> void: if global_transform.origin.y < -100.0: queue_free() if not model.is_busy(): if not is_on_floor(): velocity.y = -10.0 else: velocity.y = 0.0 if input == null: return 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()