extends CharacterBody3D @export var SPEED = 5.0 const MOUSE_SENSITIVITY_X = 0.3 const MOUSE_SENSITIVITY_Y = 0.15 const MAX_ROTATION = 85.0 var rotation_x = 0.0 var in_dialogue = false @export var raycast: RayCast3D @export var eyes: Node2D @export var photo_preview: Control # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") var enabled = false func enable(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) enabled = true func _input(event): if !enabled || DialogueManager.is_dialog_active: return if in_dialogue: photo_preview.hide_picture() eyes.timer_going = true in_dialogue = false if event is InputEventMouseMotion: rotation_degrees.y -= MOUSE_SENSITIVITY_X * event.relative.x rotation_x -= MOUSE_SENSITIVITY_Y * event.relative.y rotation_x = clamp(rotation_x, -MAX_ROTATION, MAX_ROTATION) $Camera3D.rotation_degrees.x = rotation_x var npc: CharacterBody3D func _process(delta): if !enabled: return if raycast.is_colliding(): npc = raycast.get_collider() npc.pointing(true) if Input.is_action_just_pressed("interact"): DialogueManager.start_dialog(raycast.get_collider().get_text()) if raycast.get_collider().is_photo(): photo_preview.show_picture(raycast.get_collider().get_photo_index()) raycast.get_collider().destroy() in_dialogue = true eyes.timer_going = false elif npc != null: npc.pointing(false) npc = null func _physics_process(delta): if !enabled: return # 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("move_left", "move_right", "move_forwards", "move_backwards") 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) if DialogueManager.is_dialog_active: velocity = Vector3(0, velocity.y, 0) move_and_slide()