extends CharacterBody3D const SPEED = 2.5 const JUMP_VELOCITY = 4.5 var walk_animation_time = 0 @onready var game = get_parent() func _ready() -> void: $DreamerBody.look_at(game.get_node("PlayerCamera").global_position) $DreamerBody.rotation.x = 0 func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta if Input.is_action_pressed("jump") and is_on_floor(): velocity.y = JUMP_VELOCITY $DreamerBody/Animator.set("parameters/jump/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE) var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down") var direction := (transform.basis * Vector3(input_dir.y + input_dir.x, 0, input_dir.y - input_dir.x)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED $DreamerBody/Animator.set("parameters/walk/blend_amount", abs(direction.length())) else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) $DreamerBody/Animator.set("parameters/walk/blend_amount", 0) if direction and is_on_floor(): walk_animation_time += delta * 25 $DreamerBody.position.y = sin(walk_animation_time + 1) / 8 $DreamerBody.rotation.z = sin(walk_animation_time / 2) / 16 else: walk_animation_time = 0 $DreamerBody.rotation.z /= 1 + (delta * 2.5) $DreamerBody.position.y /= 1 + (delta * 12) if is_on_floor(): $DreamerBody/Animator.set("parameters/fall/blend_amount", 0) else: $DreamerBody/Animator.set("parameters/fall/blend_amount", 1) move_and_slide() $Shadow.global_position.y = $Floorcast.get_collision_point().y + 0.01