extends Node3D @onready var body_mesh: MeshInstance3D = $Body @onready var head_mesh: MeshInstance3D = $Head @onready var hair_mesh: MeshInstance3D = $Hair @onready var left_arm: MeshInstance3D = $ArmLeft @onready var right_arm: MeshInstance3D = $ArmRight @onready var left_leg: MeshInstance3D = $LegLeft @onready var right_leg: MeshInstance3D = $LegRight var player_body: CharacterBody3D var walk_phase := 0.0 func _ready() -> void: player_body = get_parent() as CharacterBody3D func _process(delta: float) -> void: if player_body == null: return var horizontal_speed := Vector2(player_body.velocity.x, player_body.velocity.z).length() var blend := minf(delta * 10.0, 1.0) if horizontal_speed > 0.1: walk_phase = fmod(walk_phase + delta * horizontal_speed * 3.4, TAU) var swing := sin(walk_phase) left_leg.rotation_degrees.x = lerpf(left_leg.rotation_degrees.x, swing * 30.0, blend) right_leg.rotation_degrees.x = lerpf(right_leg.rotation_degrees.x, -swing * 30.0, blend) left_arm.rotation_degrees.x = lerpf(left_arm.rotation_degrees.x, -swing * 22.0, blend) right_arm.rotation_degrees.x = lerpf(right_arm.rotation_degrees.x, swing * 22.0, blend) var step_bob := absf(sin(walk_phase * 2.0)) * 0.035 body_mesh.position.y = lerpf(body_mesh.position.y, 1.05 + step_bob, blend) head_mesh.position.y = lerpf(head_mesh.position.y, 1.68 + step_bob, blend) hair_mesh.position.y = lerpf(hair_mesh.position.y, 1.9 + step_bob, blend) return left_leg.rotation_degrees.x = lerpf(left_leg.rotation_degrees.x, 0.0, blend) right_leg.rotation_degrees.x = lerpf(right_leg.rotation_degrees.x, 0.0, blend) left_arm.rotation_degrees.x = lerpf(left_arm.rotation_degrees.x, 0.0, blend) right_arm.rotation_degrees.x = lerpf(right_arm.rotation_degrees.x, 0.0, blend) body_mesh.position.y = lerpf(body_mesh.position.y, 1.05, blend) head_mesh.position.y = lerpf(head_mesh.position.y, 1.68, blend) hair_mesh.position.y = lerpf(hair_mesh.position.y, 1.9, blend)