player character has move and dodge
This commit is contained in:
16
Scripts/State.gd
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16
Scripts/State.gd
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extends Node
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class_name State
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signal Transitioned
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func Enter():
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pass
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func Exit():
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pass
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func Update(_delta : float):
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pass
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func Physics_Update(_delta : float):
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pass
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1
Scripts/State.gd.uid
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1
Scripts/State.gd.uid
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uid://55lxwlg155dq
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@@ -1,34 +1,23 @@
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extends CharacterBody3D
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class_name Player
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var input_dir
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var dodge_direction
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@onready var body: MeshInstance3D = $Body
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@onready var anim_player: AnimationPlayer = $AnimationPlayer
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const MAX_STAMINA : float = 100
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var stamina = MAX_STAMINA
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const STAMINA_REGEN_RATE = 10.0
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const MOVE_SPEED = 10.0
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const MOVE_TRANSITION_SPEED = 7.0
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## Gameplay Settings
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const DODGE_STAMINA_COST = 30.0
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func _physics_process(delta: float) -> void:
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if is_on_floor():
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standard_movement(delta)
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body_look_at_mouse()
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apply_gravity(delta)
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stamina_regen(delta)
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move_and_slide()
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func body_look_at_mouse():
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var mouse_raycast = MousePos.get_mouse_world_position()
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if mouse_raycast != null:
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body.look_at(Vector3(mouse_raycast.x,body.global_position.y,mouse_raycast.y),Vector3.UP)
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func apply_gravity(delta):
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if !is_on_floor():
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velocity.y -= 9.8 * delta
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func standard_movement(delta):
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input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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if input_dir != null:
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velocity.x = lerp(velocity.x, input_dir.x * MOVE_SPEED,delta * MOVE_TRANSITION_SPEED)
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velocity.z = lerp(velocity.z, input_dir.y * MOVE_SPEED,delta * MOVE_TRANSITION_SPEED)
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func stamina_regen(delta):
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if stamina < MAX_STAMINA:
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print("STAMINA : ", stamina)
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stamina = clamp(stamina + delta * STAMINA_REGEN_RATE,0,MAX_STAMINA)
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2
Scripts/player_attack.gd
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2
Scripts/player_attack.gd
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extends State
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class_name PlayerAttack
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1
Scripts/player_attack.gd.uid
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1
Scripts/player_attack.gd.uid
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uid://c2xwiexy5b3b3
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@@ -1,5 +1,4 @@
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extends Camera3D
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class_name PlayerCamera
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extends Node3D
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@export var player : Player
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21
Scripts/player_dodge_roll.gd
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21
Scripts/player_dodge_roll.gd
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extends PlayerState
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class_name PlayerDodgeRoll
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const DODGE_SPEED : float = 20.0
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const DODGE_TIME : float = .1
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var dodge_timer = DODGE_TIME
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func Enter():
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character.anim_player.play("dodge")
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func Physics_Update(delta):
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if dodge_timer > 0:
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dodge_timer -= delta
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else:
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dodge_timer = DODGE_TIME
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Transitioned.emit(self,"on floor")
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character.velocity.x = character.dodge_direction.x * DODGE_SPEED
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character.velocity.z = character.dodge_direction.y * DODGE_SPEED
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1
Scripts/player_dodge_roll.gd.uid
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1
Scripts/player_dodge_roll.gd.uid
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uid://dhnl0penaqfkx
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19
Scripts/player_on_floor.gd
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19
Scripts/player_on_floor.gd
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extends PlayerState
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class_name PlayerOnFloor
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func Physics_Update(delta):
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dodge_roll()
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standard_movement(delta)
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body_look_at_mouse()
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apply_gravity(delta)
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respawn_on_fall(delta)
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func dodge_roll():
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if character.is_on_floor():
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if character.stamina > character.DODGE_STAMINA_COST:
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if Input.is_action_just_pressed("dodge"):
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var dodge_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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if dodge_direction:
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character.stamina -= character.DODGE_STAMINA_COST
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character.dodge_direction = dodge_direction
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Transitioned.emit(self,"dodge roll")
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1
Scripts/player_on_floor.gd.uid
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1
Scripts/player_on_floor.gd.uid
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uid://wnisqyoyai2h
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42
Scripts/player_state_machine.gd
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42
Scripts/player_state_machine.gd
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extends Node
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class_name PlayerStateMachine
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@export var character : Player
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@export var initial_state : State
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var current_state : State
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var states : Dictionary = {}
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func _ready() -> void:
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for child in get_children():
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if child is State:
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states[child.name.to_lower()] = child
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child.Transitioned.connect(on_child_transition)
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if initial_state:
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initial_state.Enter()
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current_state = initial_state
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func _process(delta: float) -> void:
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if current_state:
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current_state.Update(delta)
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func _physics_process(delta: float) -> void:
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if current_state:
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current_state.Physics_Update(delta)
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func on_child_transition(state,new_state_name):
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if state != current_state:
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return
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var new_state = states.get(new_state_name.to_lower())
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if !new_state:
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return
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if current_state:
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current_state.Exit()
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new_state.Enter()
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current_state = new_state
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print("PLAYER STATE CHANGED TO : ",current_state)
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1
Scripts/player_state_machine.gd.uid
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1
Scripts/player_state_machine.gd.uid
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uid://bk6205bvyl0to
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56
Scripts/player_states.gd
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56
Scripts/player_states.gd
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extends State
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class_name PlayerState
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@export var move_speed = 10.0
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@export var move_transition_speed = 7.0
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@export var health_lost_on_fall = 2.0
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# respawn after falling
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const FALL_TIME_TO_RESPAWN : float = 4.0
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const TIME_TO_CACHE_POSITION : float = 2.0
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var ground_pos_cached = []
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var fall_timer = FALL_TIME_TO_RESPAWN
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var ground_pos_timer = 0
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@onready var character = get_parent().character
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func Update(delta):
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pass
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func respawn_on_fall(delta):
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if character.is_on_floor():
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if ground_pos_timer > 0:
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ground_pos_timer -= delta
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else:
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ground_pos_timer = TIME_TO_CACHE_POSITION
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ground_pos_cached.append(character.global_position)
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if ground_pos_cached.size() > 2:
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ground_pos_cached.pop_front()
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else:
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if fall_timer > 0:
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fall_timer -= delta
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else:
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fall_timer = FALL_TIME_TO_RESPAWN
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character.global_position = ground_pos_cached[0]
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func apply_gravity(delta):
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if !character.is_on_floor():
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character.velocity.y -= 9.8 * delta
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func body_look_at_mouse():
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var mouse_raycast = MousePos.get_mouse_world_position()
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if mouse_raycast != null:
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character.body.look_at(Vector3(mouse_raycast.x,character.body.global_position.y,mouse_raycast.y),Vector3.UP)
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func standard_movement(delta):
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if character.is_on_floor():
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var input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
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if input_dir != null:
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character.velocity.x = lerp(character.velocity.x, input_dir.x * move_speed, delta * move_transition_speed)
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character.velocity.z = lerp(character.velocity.z, input_dir.y * move_speed,delta * move_transition_speed)
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else:
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if character.velocity:
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const MOMENTUM = 2.0
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character.velocity.x = lerp(character.velocity.x, 0.0,delta * MOMENTUM)
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character.velocity.z = lerp(character.velocity.z, 0.0,delta * MOMENTUM)
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1
Scripts/player_states.gd.uid
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1
Scripts/player_states.gd.uid
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uid://mmr40sx0iij5
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