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