Loads of stuff
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591
Entities/Player/Player.tscn
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591
Entities/Player/Player.tscn
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Entities/Player/assets/PlayerCharacter.glb
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Entities/Player/assets/PlayerCharacter.glb
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Entities/Player/assets/PlayerCharacter.glb.import
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Entities/Player/assets/PlayerCharacter.glb.import
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://b8eo2wxpmpsn3"
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path="res://.godot/imported/PlayerCharacter.glb-4183cc8dd55ffc9d207c3c8910d89126.scn"
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[deps]
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source_file="res://Entities/Player/assets/PlayerCharacter.glb"
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dest_files=["res://.godot/imported/PlayerCharacter.glb-4183cc8dd55ffc9d207c3c8910d89126.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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_subresources={
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"meshes": {
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"PlayerCharacter_mergedBlocksmesh": {
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"generate/lightmap_uv": 0,
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"generate/lods": 0,
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"generate/shadow_meshes": 0,
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"lods/normal_merge_angle": 60.0,
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"save_to_file/enabled": true,
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"save_to_file/path": ""
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}
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},
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"nodes": {
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"PATH:Armature/Skeleton3D": {
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"retarget/bone_map": Resource("res://common/animations/Mixamo BoneMap.tres")
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}
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}
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}
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gltf/naming_version=1
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gltf/embedded_image_handling=1
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51
Entities/Player/scripts/player.gd
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Entities/Player/scripts/player.gd
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extends CharacterBody3D
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@export var speed = 2
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@export var fall_acceleration = 75
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var target_velocity = Vector3.ZERO
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func _ready() -> void:
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position = Vector3.ZERO
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func _physics_process(delta):
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%MultiMesh3D.set("instance_shader_parameters/player_position", position)
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%TileGround.update_chunks(position)
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# We create a local variable to store the input direction.
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var direction = Vector3.ZERO
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# We check for each move input and update the direction accordingly.
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if Input.is_action_pressed("move_right"):
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direction.x += 1
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if Input.is_action_pressed("move_left"):
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direction.x -= 1
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if Input.is_action_pressed("move_back"):
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# Notice how we are working with the vector's x and z axes.
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# In 3D, the XZ plane is the ground plane.
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direction.z += 1
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if Input.is_action_pressed("move_forward"):
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direction.z -= 1
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if direction != Vector3.ZERO:
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direction = direction.normalized()
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# Setting the basis property will affect the rotation of the node.
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$Pivot.basis = Basis.looking_at(-direction)
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# Ground Velocity
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target_velocity.x = direction.x * speed
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target_velocity.z = direction.z * speed
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# Vertical Velocity
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if not is_on_floor(): # If in the air, fall towards the floor. Literally gravity
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target_velocity.y = target_velocity.y - (fall_acceleration * delta)
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# Moving the Character
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velocity = target_velocity
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if direction != Vector3.ZERO:
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%PlayerAnimationPlayer.play('basic-movement/walk')
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else:
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%PlayerAnimationPlayer.play('basic-movement/idle')
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move_and_slide()
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1
Entities/Player/scripts/player.gd.uid
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Entities/Player/scripts/player.gd.uid
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uid://bwed2dwogfmxv
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