extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 2.5 @onready var geometry = %Geometry @onready var actionable_detector = %ActionableDetector @onready var quest_state = %QuestState # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") var inventory:Inventory = Inventory.new() var last_nonzero_velocity:Vector3 = Vector3.BACK signal trigger_message(message:String) func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta # 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("walk_left", "walk_right", "walk_forward", "walk_back") 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() var ground_velocity:Vector2 = Vector2(velocity.x, velocity.z) if ground_velocity.length_squared() > 0.1 * 0.1: last_nonzero_velocity = Vector3(ground_velocity.x, 0, ground_velocity.y).normalized() geometry.look_at(position - last_nonzero_velocity, Vector3.UP) func update_quest_state() -> void: for item:Item in inventory.get_items(): if item.name == "Wrench": quest_state.has_wrench = true func on_item_picked_up(item:Item): emit_signal("trigger_message", "Picked up a " + item.name) inventory.add_item(item) update_quest_state() func _unhandled_input(_event: InputEvent) -> void: if Input.is_action_just_pressed("ui_accept"): var actionables = actionable_detector.get_overlapping_areas() if actionables.size() > 0: actionables[0].action(quest_state)