Properties
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FeatureUtils FEATURE_UTILS -
String inventory_type_id = "CHARACTER" -
Inventory inventory = <unknown> -
bool _DISABLE_FLIP = false -
Node3D TEMP_MESH = <unknown> -
Node3D CHARACTER_MESH -
CharacterConfig CHARACTER_CONFIG -
String LAST_ANIM_PLAYED = "" -
float LINEAR_VELOCITY_THRESHOLD = 0.0001 -
float ROTATION_SNAP_THRESHOLD = 0.01 -
float TURN_SPEED = 6.28 -
bool LEFT = false -
bool FORWARD = true -
float TURN_DEGREES_PER_SECOND = 360.0 -
CharacterControls[] _SIDEKICKS = [] -
RayCast3D[] RAY_CASTERS = [...] -
float SPEED = 3.0 -
float AIR_CONTROL = 1.5 -
float RUN_SPEED = 1.4 -
float JUMP_POWER = 2.5 -
Variant ACCEL_TIME = 0.25 -
bool _had_motivation = false -
bool _had_downward_momentum = false -
Variant _orignal_friction = null -
bool _had_input = false
Methods
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void _ready() -
String get_character_name() -
void set_feature_utils(FeatureUtils feature_utils) -
void set_flip_disabled(bool value) -
float flatness_from_raycast(RayCast3D ray) -
float get_ground_traction_ratio() -
bool is_on_floor() -
bool has_downward_momentum() -
bool has_motivation() -
Vector3 approach_velocity_force(Vector3 target_velocity, float max_force) -
void set_animation(Vector2 input, bool has_input, bool running) -
void _process(float delta) -
void _physics_process(float delta) -
Vector2 rotated_velocity(Vector2 local_vel) -
void _apply_linear_velocity(Vector3 new_linear_velocity) -
void move(Vector2 input, float run_amount, float jump_amount) -
void set_character_mesh(Node3D node) -
void fix_character_animation_paths(String from_path) -
void setup_character_mesh() -
void setup_character_config(Dictionary data) -
void add_sidekick(CharacterControls sidekick) -
void remove_sidekick(CharacterControls sidekick) -
CharacterControls[] get_sidekicks()
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