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player com raycast camera e pegar rigidy body prescisa ter colision e mesh

extends CharacterBody3D const SPEED = 5.0 const JUMP_VELOCITY = 4.5 const MOUSE_SENSITIVITY = 0.003 @onready var camera_3d: Camera3D = $Camera3D @onready var ray_cast_3d: RayCast3D = $Camera3D/RayCast3D # Adicione um Marker3D dentro da Camera3D com o nome HoldPosition @onready var hold_position: Marker3D = $Camera3D/HoldPosition const MIN_PITCH = deg_to_rad(-80.0) const MAX_PITCH = deg_to_rad(80.0) var camera_pitch: float = 0.0 var last_detected_object: Object = null # Variável para armazenar o objeto que está segurando var held_object: RigidBody3D = null const HOLD_STRENGTH: float = 20.0 # Força de atração do objeto para a mão func _ready() -> void: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion: rotate_y(-event.relative.x * MOUSE_SENSITIVITY) camera_pitch -= event.relative.y * MOUSE_SENSITIVITY camera_pitch = clamp(camera_pitch, MIN_PITCH, MAX_PITCH) camera_3d.rotation.x = camera_pitch if event.is_action_pressed("ui_cancel"): Input.mouse_mode = Input.MOUSE_MODE_VISIBLE func _physics_process(delta: float) -> void: if not is_on_floor(): velocity += get_gravity() * delta if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED * delta * 10.0) velocity.z = move_toward(velocity.z, 0, SPEED * delta * 10.0) move_and_slide() # Checa a colisão para imprimir no console _check_raycast_collision() # Ação de Interagir (Pressionar a tecla E) if Input.is_action_just_pressed("interact"): if held_object == null: _pick_up_object() else: _drop_object() # Atualiza a posição do objeto segurado com física _move_held_object(delta) func _check_raycast_collision() -> void: if ray_cast_3d.is_colliding(): var collider = ray_cast_3d.get_collider() if collider != last_detected_object: last_detected_object = collider print("Tocando em: ", collider.name) else: last_detected_object = null func _pick_up_object() -> void: if ray_cast_3d.is_colliding(): var collider = ray_cast_3d.get_collider() # Verifica se o objeto tocado é um RigidBody3D para poder mover if collider is RigidBody3D: held_object = collider held_object.linear_velocity = Vector3.ZERO print("Pegou o objeto: ", held_object.name) func _drop_object() -> void: if held_object != null: print("Soltou o objeto: ", held_object.name) held_object = null func _move_held_object(_delta: float) -> void: if held_object != null: # Calcula a distância entre o objeto e a posição da mão var target_pos = hold_position.global_position var current_pos = held_object.global_position var diff = target_pos - current_pos # Aplica velocidade ao objeto para mover de forma suave e com física held_object.linear_velocity = diff * HOLD_STRENGTH