extends CharacterBody3D @onready var animated_mesh = $GobotSkin const SPEED = 5.0 const JUMP_VELOCITY = 4.5 func _ready() -> void: pass func _physics_process(delta: float) -> void: animated_mesh.idle() # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta animated_mesh.fall() # Handle jump. if Input.is_action_just_pressed("ui_accept"): print("jump") animated_mesh.run() if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # 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") if input_dir.length() > 0 and is_on_floor(): animated_mesh.run() if input_dir.length() > 0 and not is_on_floor(): animated_mesh.fall() 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 else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide()