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Godot Addon API Docs
CharacterControls — API

Properties

  • 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

  • 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()