Make Player a KinematicBody
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parent
d6afcd4f70
commit
206bf0ae44
11
Player.gd
11
Player.gd
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@ -1,14 +1,17 @@
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extends Spatial
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extends KinematicBody
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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var velocity = Vector3()
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func _ready():
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# Called every time the node is added to the scene.
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# Initialization here
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pass
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func _physics_process(delta):
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var direction = Vector3()
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# if Input.is_action_pressed("movement_forward"):
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#func _process(delta):
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# # Called every frame. Delta is time since last frame.
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# # Update game logic here.
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39
Player.tscn
39
Player.tscn
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@ -1,15 +1,20 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://Player.gd" type="Script" id=1]
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[sub_resource type="CapsuleMesh" id=1]
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[sub_resource type="CapsuleShape" id=1]
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radius = 1.0
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height = 1.0
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[sub_resource type="CapsuleMesh" id=2]
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radius = 1.0
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mid_height = 1.0
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radial_segments = 64
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rings = 8
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[sub_resource type="Shader" id=2]
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[sub_resource type="Shader" id=3]
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code = "shader_type spatial;
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@ -17,16 +22,32 @@ void fragment() {
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ALBEDO = vec3(1.0, 0.0, 0.0);
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}"
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[sub_resource type="ShaderMaterial" id=3]
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[sub_resource type="ShaderMaterial" id=4]
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render_priority = 0
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shader = SubResource( 2 )
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shader = SubResource( 3 )
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[node name="Player" type="Spatial"]
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[node name="Player" type="KinematicBody" index="0"]
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input_ray_pickable = true
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input_capture_on_drag = false
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collision_layer = 1
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collision_mask = 1
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axis_lock_linear_x = false
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axis_lock_linear_y = false
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axis_lock_linear_z = false
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axis_lock_angular_x = false
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axis_lock_angular_y = false
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axis_lock_angular_z = false
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collision/safe_margin = 0.001
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script = ExtResource( 1 )
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[node name="MeshInstance" type="MeshInstance" parent="." index="0"]
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[node name="CollisionShape" type="CollisionShape" parent="." index="0"]
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shape = SubResource( 1 )
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disabled = false
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[node name="MeshInstance" type="MeshInstance" parent="." index="1"]
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layers = 1
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material_override = null
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@ -37,9 +58,9 @@ lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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mesh = SubResource( 2 )
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skeleton = NodePath("..")
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material/0 = SubResource( 3 )
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material/0 = SubResource( 4 )
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_sections_unfolded = [ "material" ]
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