diff --git a/addons/fpc/EditorModule.gd b/addons/fpc/EditorModule.gd index fa1320b..0a3a74f 100644 --- a/addons/fpc/EditorModule.gd +++ b/addons/fpc/EditorModule.gd @@ -31,7 +31,7 @@ extends Node func _ready(): if !Engine.is_editor_hint(): - print("not editor") + #print("not editor") HEAD.rotation.y = deg_to_rad(head_y_rotation) HEAD.rotation.x = deg_to_rad(head_x_rotation) diff --git a/addons/fpc/character.gd b/addons/fpc/character.gd index bb7efd5..5a5f7f7 100644 --- a/addons/fpc/character.gd +++ b/addons/fpc/character.gd @@ -1,12 +1,13 @@ - # COPYRIGHT Colormatic Studios -# MIT licence +# MIT license # Quality Godot First Person Controller v2 extends CharacterBody3D +#region Character Export Group + ## The settings for the character's movement and feel. @export_category("Character") ## The speed that the character moves at without crouching or sprinting. @@ -22,52 +23,82 @@ extends CharacterBody3D @export var jump_velocity : float = 4.5 ## How far the player turns when the mouse is moved. @export var mouse_sensitivity : float = 0.1 -## Invert the Y input for mouse and joystick -@export var invert_mouse_y : bool = false # Possibly add an invert mouse X in the future -## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled. +## Invert the X axis input for the camera. +@export var invert_camera_x_axis : bool = false +## Invert the Y axis input for the camera. +@export var invert_camera_y_axis : bool = false +## Whether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled. @export var immobile : bool = false ## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove. @export_file var default_reticle +#endregion + +#region Nodes Export Group + @export_group("Nodes") -## The node that holds the camera. This is rotated instead of the camera for mouse input. +## A reference to the camera for use in the character script. This is the parent node to the camera and is rotated instead of the camera for mouse input. @export var HEAD : Node3D +## A reference to the camera for use in the character script. @export var CAMERA : Camera3D +## A reference to the headbob animation for use in the character script. @export var HEADBOB_ANIMATION : AnimationPlayer +## A reference to the jump animation for use in the character script. @export var JUMP_ANIMATION : AnimationPlayer +## A reference to the crouch animation for use in the character script. @export var CROUCH_ANIMATION : AnimationPlayer +## A reference to the the player's collision shape for use in the character script. @export var COLLISION_MESH : CollisionShape3D -@export_group("Controls") -# We are using UI controls because they are built into Godot Engine so they can be used right away -@export var JUMP : String = "ui_accept" -@export var LEFT : String = "ui_left" -@export var RIGHT : String = "ui_right" -@export var FORWARD : String = "ui_up" -@export var BACKWARD : String = "ui_down" -## By default this does not pause the game, but that can be changed in _process. -@export var PAUSE : String = "ui_cancel" -@export var CROUCH : String = "crouch" -@export var SPRINT : String = "sprint" +#endregion -# Uncomment if you want controller support -#@export var controller_sensitivity : float = 0.035 -#@export var LOOK_LEFT : String = "look_left" -#@export var LOOK_RIGHT : String = "look_right" -#@export var LOOK_UP : String = "look_up" -#@export var LOOK_DOWN : String = "look_down" +#region Controls Export Group + +# We are using UI controls because they are built into Godot Engine so they can be used right away +@export_group("Controls") +## Use the Input Map to map a mouse/keyboard input to an action and add a reference to it to this dictionary to be used in the script. +@export var controls : Dictionary = { + LEFT = "ui_left", + RIGHT = "ui_right", + FORWARD = "ui_up", + BACKWARD = "ui_down", + JUMP = "ui_accept", + CROUCH = "crouch", + SPRINT = "sprint", + PAUSE = "ui_cancel" + } +@export_subgroup("Controller Specific") +## This only affects how the camera is handled, the rest should be covered by adding controller inputs to the existing actions in the Input Map. +@export var controller_support : bool = false +## Use the Input Map to map a controller input to an action and add a reference to it to this dictionary to be used in the script. +@export var controller_controls : Dictionary = { + LOOK_LEFT = "look_left", + LOOK_RIGHT = "look_right", + LOOK_UP = "look_up", + LOOK_DOWN = "look_down" + } +## The sensitivity of the analog stick that controls camera rotation. Lower is less sensitive and higher is more sensitive. +@export_range(0.001, 1, 0.001) var look_sensitivity : float = 0.035 + +#endregion + +#region Feature Settings Export Group @export_group("Feature Settings") ## Enable or disable jumping. Useful for restrictive storytelling environments. @export var jumping_enabled : bool = true -## Wether the player can move in the air or not. +## Whether the player can move in the air or not. @export var in_air_momentum : bool = true ## Smooths the feel of walking. @export var motion_smoothing : bool = true +## Enables or disables sprinting. @export var sprint_enabled : bool = true -@export var crouch_enabled : bool = true -@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0 +## Toggles the sprinting state when button is pressed or requires the player to hold the button down to remain sprinting. @export_enum("Hold to Sprint", "Toggle Sprint") var sprint_mode : int = 0 +## Enables or disables crouching. +@export var crouch_enabled : bool = true +## Toggles the crouch state when button is pressed or requires the player to hold the button down to remain crouched. +@export_enum("Hold to Crouch", "Toggle Crouch") var crouch_mode : int = 0 ## Wether sprinting should effect FOV. @export var dynamic_fov : bool = true ## If the player holds down the jump button, should the player keep hopping. @@ -80,14 +111,19 @@ extends CharacterBody3D @export var pausing_enabled : bool = true ## Use with caution. @export var gravity_enabled : bool = true +## If your game changes the gravity value during gameplay, check this property to allow the player to experience the change in gravity. +@export var dynamic_gravity : bool = false +#endregion -# Member variables +#region Member Variable Initialization + +# These are variables used in this script that don't need to be exposed in the editor. var speed : float = base_speed var current_speed : float = 0.0 # States: normal, crouching, sprinting var state : String = "normal" -var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch. +var low_ceiling : bool = false # This is for when the ceiling is too low and the player needs to crouch. var was_on_floor : bool = true # Was the player on the floor last frame (for landing animation) # The reticle should always have a Control node as the root @@ -96,124 +132,86 @@ var RETICLE : Control # Get the gravity from the project settings to be synced with RigidBody nodes var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process -# Stores mouse input for rotating the camera in the phyhsics process +# Stores mouse input for rotating the camera in the physics process var mouseInput : Vector2 = Vector2(0,0) +#endregion + + + +#region Main Control Flow + func _ready(): #It is safe to comment this line if your game doesn't start with the mouse captured Input.mouse_mode = Input.MOUSE_MODE_CAPTURED - + # If the controller is rotated in a certain direction for game design purposes, redirect this rotation into the head. HEAD.rotation.y = rotation.y rotation.y = 0 - + if default_reticle: change_reticle(default_reticle) - - # Reset the camera position - # If you want to change the default head height, change these animations. - HEADBOB_ANIMATION.play("RESET") - JUMP_ANIMATION.play("RESET") - CROUCH_ANIMATION.play("RESET") - + + initialize_animations() check_controls() enter_normal_state() -func check_controls(): # If you add a control, you might want to add a check for it here. - # The actions are being disabled so the engine doesn't halt the entire project in debug mode - if !InputMap.has_action(JUMP): - push_error("No control mapped for jumping. Please add an input map control. Disabling jump.") - jumping_enabled = false - if !InputMap.has_action(LEFT): - push_error("No control mapped for move left. Please add an input map control. Disabling movement.") - immobile = true - if !InputMap.has_action(RIGHT): - push_error("No control mapped for move right. Please add an input map control. Disabling movement.") - immobile = true - if !InputMap.has_action(FORWARD): - push_error("No control mapped for move forward. Please add an input map control. Disabling movement.") - immobile = true - if !InputMap.has_action(BACKWARD): - push_error("No control mapped for move backward. Please add an input map control. Disabling movement.") - immobile = true - if !InputMap.has_action(PAUSE): - push_error("No control mapped for pause. Please add an input map control. Disabling pausing.") - pausing_enabled = false - if !InputMap.has_action(CROUCH): - push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.") - crouch_enabled = false - if !InputMap.has_action(SPRINT): - push_error("No control mapped for sprint. Please add an input map control. Disabling sprinting.") - sprint_enabled = false + +func _process(_delta): + if pausing_enabled: + handle_pausing() + + update_debug_menu_per_frame() -func change_reticle(reticle): # Yup, this function is kinda strange - if RETICLE: - RETICLE.queue_free() - - RETICLE = load(reticle).instantiate() - RETICLE.character = self - $UserInterface.add_child(RETICLE) - - -func _physics_process(delta): - # Big thanks to github.com/LorenzoAncora for the concept of the improved debug values - current_speed = Vector3.ZERO.distance_to(get_real_velocity()) - $UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1) - $UserInterface/DebugPanel.add_property("Target speed", speed, 2) - var cv : Vector3 = get_real_velocity() - var vd : Array[float] = [ - snappedf(cv.x, 0.001), - snappedf(cv.y, 0.001), - snappedf(cv.z, 0.001) - ] - var readable_velocity : String = "X: " + str(vd[0]) + " Y: " + str(vd[1]) + " Z: " + str(vd[2]) - $UserInterface/DebugPanel.add_property("Velocity", readable_velocity, 3) - +func _physics_process(delta): # Most things happen here. # Gravity - #gravity = ProjectSettings.get_setting("physics/3d/default_gravity") # If the gravity changes during your game, uncomment this code + if dynamic_gravity: + gravity = ProjectSettings.get_setting("physics/3d/default_gravity") if not is_on_floor() and gravity and gravity_enabled: velocity.y -= gravity * delta - + handle_jumping() - + var input_dir = Vector2.ZERO - if !immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player - input_dir = Input.get_vector(LEFT, RIGHT, FORWARD, BACKWARD) + + if not immobile: # Immobility works by interrupting user input, so other forces can still be applied to the player + input_dir = Input.get_vector(controls.LEFT, controls.RIGHT, controls.FORWARD, controls.BACKWARD) + handle_movement(delta, input_dir) handle_head_rotation() - + # The player is not able to stand up if the ceiling is too low low_ceiling = $CrouchCeilingDetection.is_colliding() - + handle_state(input_dir) if dynamic_fov: # This may be changed to an AnimationPlayer update_camera_fov() - + if view_bobbing: - headbob_animation(input_dir) - + play_headbob_animation(input_dir) + if jump_animation: - if !was_on_floor and is_on_floor(): # The player just landed - match randi() % 2: #TODO: Change this to detecting velocity direction - 0: - JUMP_ANIMATION.play("land_left", 0.25) - 1: - JUMP_ANIMATION.play("land_right", 0.25) - + play_jump_animation() + + update_debug_menu_per_tick() + was_on_floor = is_on_floor() # This must always be at the end of physics_process +#endregion + +#region Input Handling func handle_jumping(): if jumping_enabled: if continuous_jumping: # Hold down the jump button - if Input.is_action_pressed(JUMP) and is_on_floor() and !low_ceiling: + if Input.is_action_pressed(controls.JUMP) and is_on_floor() and !low_ceiling: if jump_animation: JUMP_ANIMATION.play("jump", 0.25) velocity.y += jump_velocity # Adding instead of setting so jumping on slopes works properly else: - if Input.is_action_just_pressed(JUMP) and is_on_floor() and !low_ceiling: + if Input.is_action_just_pressed(controls.JUMP) and is_on_floor() and !low_ceiling: if jump_animation: JUMP_ANIMATION.play("jump", 0.25) velocity.y += jump_velocity @@ -223,7 +221,7 @@ func handle_movement(delta, input_dir): var direction = input_dir.rotated(-HEAD.rotation.y) direction = Vector3(direction.x, 0, direction.y) move_and_slide() - + if in_air_momentum: if is_on_floor(): if motion_smoothing: @@ -240,30 +238,69 @@ func handle_movement(delta, input_dir): velocity.x = direction.x * speed velocity.z = direction.z * speed + func handle_head_rotation(): - HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity - if invert_mouse_y: - HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1.0 + if invert_camera_x_axis: + HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity * -1 + else: + HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity + + if invert_camera_y_axis: + HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * -1 else: HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity - - # Uncomment for controller support - #var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * controller_sensitivity # These are inverted because of the nature of 3D rotation. - #HEAD.rotation.x += controller_view_rotation.x - #if invert_mouse_y: - #HEAD.rotation.y += controller_view_rotation.y * -1.0 - #else: - #HEAD.rotation.y += controller_view_rotation.y - - + + if controller_support: + var controller_view_rotation = Input.get_vector(controller_controls.LOOK_DOWN, controller_controls.LOOK_UP, controller_controls.LOOK_RIGHT, controller_controls.LOOK_LEFT) * look_sensitivity # These are inverted because of the nature of 3D rotation. + if invert_camera_x_axis: + HEAD.rotation.x += controller_view_rotation.x * -1 + else: + HEAD.rotation.x += controller_view_rotation.x + + if invert_camera_y_axis: + HEAD.rotation.y += controller_view_rotation.y * -1 + else: + HEAD.rotation.y += controller_view_rotation.y + mouseInput = Vector2(0,0) HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90)) +func check_controls(): # If you add a control, you might want to add a check for it here. + # The actions are being disabled so the engine doesn't halt the entire project in debug mode + if !InputMap.has_action(controls.JUMP): + push_error("No control mapped for jumping. Please add an input map control. Disabling jump.") + jumping_enabled = false + if !InputMap.has_action(controls.LEFT): + push_error("No control mapped for move left. Please add an input map control. Disabling movement.") + immobile = true + if !InputMap.has_action(controls.RIGHT): + push_error("No control mapped for move right. Please add an input map control. Disabling movement.") + immobile = true + if !InputMap.has_action(controls.FORWARD): + push_error("No control mapped for move forward. Please add an input map control. Disabling movement.") + immobile = true + if !InputMap.has_action(controls.BACKWARD): + push_error("No control mapped for move backward. Please add an input map control. Disabling movement.") + immobile = true + if !InputMap.has_action(controls.PAUSE): + push_error("No control mapped for pause. Please add an input map control. Disabling pausing.") + pausing_enabled = false + if !InputMap.has_action(controls.CROUCH): + push_error("No control mapped for crouch. Please add an input map control. Disabling crouching.") + crouch_enabled = false + if !InputMap.has_action(controls.SPRINT): + push_error("No control mapped for sprint. Please add an input map control. Disabling sprinting.") + sprint_enabled = false + +#endregion + +#region State Handling + func handle_state(moving): if sprint_enabled: if sprint_mode == 0: - if Input.is_action_pressed(SPRINT) and state != "crouching": + if Input.is_action_pressed(controls.SPRINT) and state != "crouching": if moving: if state != "sprinting": enter_sprint_state() @@ -274,10 +311,10 @@ func handle_state(moving): enter_normal_state() elif sprint_mode == 1: if moving: - # If the player is holding sprint before moving, handle that cenerio - if Input.is_action_pressed(SPRINT) and state == "normal": + # If the player is holding sprint before moving, handle that scenario + if Input.is_action_pressed(controls.SPRINT) and state == "normal": enter_sprint_state() - if Input.is_action_just_pressed(SPRINT): + if Input.is_action_just_pressed(controls.SPRINT): match state: "normal": enter_sprint_state() @@ -285,16 +322,16 @@ func handle_state(moving): enter_normal_state() elif state == "sprinting": enter_normal_state() - + if crouch_enabled: if crouch_mode == 0: - if Input.is_action_pressed(CROUCH) and state != "sprinting": + if Input.is_action_pressed(controls.CROUCH) and state != "sprinting": if state != "crouching": enter_crouch_state() elif state == "crouching" and !$CrouchCeilingDetection.is_colliding(): enter_normal_state() elif crouch_mode == 1: - if Input.is_action_just_pressed(CROUCH): + if Input.is_action_just_pressed(controls.CROUCH): match state: "normal": enter_crouch_state() @@ -304,7 +341,6 @@ func handle_state(moving): # Any enter state function should only be called once when you want to enter that state, not every frame. - func enter_normal_state(): #print("entering normal state") var prev_state = state @@ -315,7 +351,6 @@ func enter_normal_state(): func enter_crouch_state(): #print("entering crouch state") - var prev_state = state state = "crouching" speed = crouch_speed CROUCH_ANIMATION.play("crouch") @@ -328,15 +363,18 @@ func enter_sprint_state(): state = "sprinting" speed = sprint_speed +#endregion -func update_camera_fov(): - if state == "sprinting": - CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3) - else: - CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3) +#region Animation Handling +func initialize_animations(): + # Reset the camera position + # If you want to change the default head height, change these animations. + HEADBOB_ANIMATION.play("RESET") + JUMP_ANIMATION.play("RESET") + CROUCH_ANIMATION.play("RESET") -func headbob_animation(moving): +func play_headbob_animation(moving): if moving and is_on_floor(): var use_headbob_animation : String match state: @@ -344,11 +382,11 @@ func headbob_animation(moving): use_headbob_animation = "walk" "sprinting": use_headbob_animation = "sprint" - + var was_playing : bool = false if HEADBOB_ANIMATION.current_animation == use_headbob_animation: was_playing = true - + HEADBOB_ANIMATION.play(use_headbob_animation, 0.25) HEADBOB_ANIMATION.speed_scale = (current_speed / base_speed) * 1.75 if !was_playing: @@ -357,30 +395,53 @@ func headbob_animation(moving): # The headbob animation has two starting positions. One is at 0 and the other is at 1. # randi() % 2 returns either 0 or 1, and so the animation randomly starts at one of the starting positions. # This code is extremely performant but it makes no sense. - + else: if HEADBOB_ANIMATION.current_animation == "sprint" or HEADBOB_ANIMATION.current_animation == "walk": HEADBOB_ANIMATION.speed_scale = 1 HEADBOB_ANIMATION.play("RESET", 1) +func play_jump_animation(): + if !was_on_floor and is_on_floor(): # The player just landed + var facing_direction : Vector3 = CAMERA.get_global_transform().basis.x + var facing_direction_2D : Vector2 = Vector2(facing_direction.x, facing_direction.z).normalized() + var velocity_2D : Vector2 = Vector2(velocity.x, velocity.z).normalized() -func _process(delta): + # Compares velocity direction against the camera direction (via dot product) to determine which landing animation to play. + var side_landed : int = round(velocity_2D.dot(facing_direction_2D)) + + if side_landed > 0: + JUMP_ANIMATION.play("land_right", 0.25) + elif side_landed < 0: + JUMP_ANIMATION.play("land_left", 0.25) + else: + JUMP_ANIMATION.play("land_center", 0.25) + +#endregion + +#region Debug Menu + +func update_debug_menu_per_frame(): $UserInterface/DebugPanel.add_property("FPS", Performance.get_monitor(Performance.TIME_FPS), 0) var status : String = state if !is_on_floor(): status += " in the air" $UserInterface/DebugPanel.add_property("State", status, 4) - - if pausing_enabled: - if Input.is_action_just_pressed(PAUSE): - # You may want another node to handle pausing, because this player may get paused too. - match Input.mouse_mode: - Input.MOUSE_MODE_CAPTURED: - Input.mouse_mode = Input.MOUSE_MODE_VISIBLE - #get_tree().paused = false - Input.MOUSE_MODE_VISIBLE: - Input.mouse_mode = Input.MOUSE_MODE_CAPTURED - #get_tree().paused = false + + +func update_debug_menu_per_tick(): + # Big thanks to github.com/LorenzoAncora for the concept of the improved debug values + current_speed = Vector3.ZERO.distance_to(get_real_velocity()) + $UserInterface/DebugPanel.add_property("Speed", snappedf(current_speed, 0.001), 1) + $UserInterface/DebugPanel.add_property("Target speed", speed, 2) + var cv : Vector3 = get_real_velocity() + var vd : Array[float] = [ + snappedf(cv.x, 0.001), + snappedf(cv.y, 0.001), + snappedf(cv.z, 0.001) + ] + var readable_velocity : String = "X: " + str(vd[0]) + " Y: " + str(vd[1]) + " Z: " + str(vd[2]) + $UserInterface/DebugPanel.add_property("Velocity", readable_velocity, 3) func _unhandled_input(event : InputEvent): @@ -393,3 +454,35 @@ func _unhandled_input(event : InputEvent): # Where we're going, we don't need InputMap if event.keycode == 4194338: # F7 $UserInterface/DebugPanel.visible = !$UserInterface/DebugPanel.visible + +#endregion + +#region Misc Functions + +func change_reticle(reticle): # Yup, this function is kinda strange + if RETICLE: + RETICLE.queue_free() + + RETICLE = load(reticle).instantiate() + RETICLE.character = self + $UserInterface.add_child(RETICLE) + + +func update_camera_fov(): + if state == "sprinting": + CAMERA.fov = lerp(CAMERA.fov, 85.0, 0.3) + else: + CAMERA.fov = lerp(CAMERA.fov, 75.0, 0.3) + +func handle_pausing(): + if Input.is_action_just_pressed(controls.PAUSE): + # You may want another node to handle pausing, because this player may get paused too. + match Input.mouse_mode: + Input.MOUSE_MODE_CAPTURED: + Input.mouse_mode = Input.MOUSE_MODE_VISIBLE + #get_tree().paused = false + Input.MOUSE_MODE_VISIBLE: + Input.mouse_mode = Input.MOUSE_MODE_CAPTURED + #get_tree().paused = false + +#endregion diff --git a/addons/fpc/character.tscn b/addons/fpc/character.tscn index a43e940..8cb2d18 100644 --- a/addons/fpc/character.tscn +++ b/addons/fpc/character.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=21 format=3 uid="uid://cc1m2a1obsyn4"] +[gd_scene load_steps=22 format=3 uid="uid://cc1m2a1obsyn4"] [ext_resource type="Script" path="res://addons/fpc/character.gd" id="1_0t4e8"] [ext_resource type="Script" path="res://addons/fpc/EditorModule.gd" id="3_v3ckk"] @@ -335,10 +335,39 @@ tracks/1/keys = { "values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)] } +[sub_resource type="Animation" id="Animation_3eyjl"] +resource_name = "land_center" +length = 1.5 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Camera:rotation") +tracks/0/interp = 2 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0, 0.5, 1.5), +"transitions": PackedFloat32Array(1, 1, 1), +"update": 0, +"values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0), Vector3(0, 0, 0)] +} +tracks/1/type = "value" +tracks/1/imported = false +tracks/1/enabled = true +tracks/1/path = NodePath("Camera:position") +tracks/1/interp = 1 +tracks/1/loop_wrap = true +tracks/1/keys = { +"times": PackedFloat32Array(0, 0.5, 1.5), +"transitions": PackedFloat32Array(1, 1, 1), +"update": 0, +"values": [Vector3(0, 0, 0), Vector3(0, -0.1, 0), Vector3(0, 0, 0)] +} + [sub_resource type="AnimationLibrary" id="AnimationLibrary_qeg5r"] _data = { "RESET": SubResource("Animation_fvvjq"), "jump": SubResource("Animation_s07ye"), +"land_center": SubResource("Animation_3eyjl"), "land_left": SubResource("Animation_l1rph"), "land_right": SubResource("Animation_vsknp") } @@ -352,6 +381,7 @@ MarginContainer/constants/margin_top = 10 [sub_resource type="SphereShape3D" id="SphereShape3D_k4wwl"] [node name="Character" type="CharacterBody3D" node_paths=PackedStringArray("HEAD", "CAMERA", "HEADBOB_ANIMATION", "JUMP_ANIMATION", "CROUCH_ANIMATION", "COLLISION_MESH")] +transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0, 0, 0) script = ExtResource("1_0t4e8") default_reticle = "res://addons/fpc/reticles/reticle_1.tscn" HEAD = NodePath("Head")