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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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public partial class Player2D : Node2D
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{
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[Export] private float _speed = 100f;
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public override void _Process(double delta)
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{
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if (Input.IsActionPressed("move_right"))
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Position = new Vector2(Position.X + (_speed * (float)delta), Position.Y);
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if (Input.IsActionPressed("move_left"))
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Position = new Vector2(Position.X - (_speed * (float)delta), Position.Y);
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if (Input.IsActionPressed("move_up"))
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Position = new Vector2(Position.X, Position.Y - (_speed * (float)delta));
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if (Input.IsActionPressed("move_down"))
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Position = new Vector2(Position.X, Position.Y + (_speed * (float)delta));
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}
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}
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uid://dd7v316ib8fe7
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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public partial class Player3D : CharacterBody3D
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{
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[Export] private float _speed = 1.0f;
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[Export] private Camera3D _camera;
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public override void _PhysicsProcess(double delta)
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{
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if (!IsOnFloor()) Velocity += Vector3.Down * (float) delta;
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var inputDir = Input.GetVector("move_left", "move_right", "move_up", "move_down");
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inputDir = inputDir.Rotated(-_camera.GlobalRotation.Y);
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var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
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if (direction != Vector3.Zero)
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{
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Velocity = new Vector3(direction.X * _speed, Velocity.Y, direction.Z * _speed);
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}
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else
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{
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Velocity = Velocity.MoveToward(new Vector3(0, 0, 0), _speed);
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}
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MoveAndSlide();
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}
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}
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@ -0,0 +1 @@
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uid://cp4snd0amnhfu
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