extends Node3D
var animacion_actual = "MakeHuman default skeleton|NUEVACAMINATA"#ANIMACION CONTINUA Y FIJA DE CAMINAR
func _ready():
	#$AnimationPlayer.play("MakeHuman default skeleton|NUEVACAMINATA")#ANIMACION CONTINUA Y FIJA
	pass # Replace with function body.
func _physics_process(delta):
	# Agacharse
	if Input.is_action_just_pressed("ui_accept"):#TECLA ESPACIO AL PRESIONAR GOLPEA
		if animacion_actual != "MakeHuman default skeleton|ATCA":
			$AnimationPlayer.play("MakeHuman default skeleton|ATCA")
			animacion_actual = "MakeHuman default skeleton|ATCA"
			
	if Input.is_action_just_released("ui_accept"):#TECLA ESPACIO AL SOLTAR VUELVE ANIMACION ANDAR
		if animacion_actual != "MakeHuman default skeleton|NUEVACAMINATA":
			$AnimationPlayer.play("MakeHuman default skeleton|NUEVACAMINATA")
			animacion_actual = "MakeHuman default skeleton|NUEVACAMINATA"
			
			
			
	if Input.is_action_just_pressed("RETUERCE"):#TECLA ALT AL PRESIONAR DA ZARPAZO
		if animacion_actual != "MakeHuman default skeleton|BOFETON":
			$AnimationPlayer.play("MakeHuman default skeleton|BOFETON")
			animacion_actual = "MakeHuman default skeleton|BOFETON"
			
	if Input.is_action_just_released("RETUERCE"):#TECLA ALT AL SOLTAR VUELVE A CAMINAR NORMAL
		if animacion_actual != "MakeHuman default skeleton|NUEVACAMINATA":
			$AnimationPlayer.play("MakeHuman default skeleton|NUEVACAMINATA")
			animacion_actual = "MakeHuman default skeleton|NUEVACAMINATA"
			
			
			
			
	if Input.is_action_just_pressed("FLECHA"):#TECLA ALT AL PRESIONAR DA ZARPAZO
		if animacion_actual != "MakeHuman default skeleton|ANDASOLO":
			$AnimationPlayer.play("MakeHuman default skeleton|ANDASOLO")
			animacion_actual = "MakeHuman default skeleton|ANDASOLO"
	if Input.is_action_just_released("FLECHA"):#TECLA ALT AL PRESIONAR DA ZARPAZO
		if animacion_actual != "MakeHuman default skeleton|NUEVACAMINATA":
			$AnimationPlayer.play("MakeHuman default skeleton|NUEVACAMINATA")
			animacion_actual = "MakeHuman default skeleton|NUEVACAMINATA"
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extends CharacterBody3D
var rotate_speed = 10.1  # Rotation speed
const SPEED = 8.0  # Movement speed
const JUMP_VELOCITY = 3.5  # Jump velocity
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready():
	# Replace with function body
	pass
func _physics_process(delta):
	
	
	
	
	if not is_on_floor():
		velocity.y -= gravity * delta  # Apply gravity
	if Input.is_action_just_pressed("ui_accept") and is_on_floor():
		velocity.y = JUMP_VELOCITY  # Jump
		
		
		
		
		
		
	var input_dir = Input.get_vector("ui_left", "ui_right","ui_down", "ui_up",)  # Get input direction
	var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
	if direction:
		velocity.x = direction.x * SPEED  # Move in X direction
		velocity.z = direction.z * SPEED  # Move in Z direction
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)  # Stop horizontal movement
		velocity.z = move_toward(velocity.z, 0, SPEED)  # Stop vertical movement
	move_and_slide()  # Apply movement and collisions
	var movimiento_vector = Vector3.ZERO  # Initialize movement vector
	if Input.is_action_pressed("A"):  # Move forward
		rotate_y(0.04)  # Rotate on X axis (negative for down)
	if Input.is_action_pressed("D"):  # Move forward
		rotate_y(-0.04)  # Rotate on X axis (negative for down)
		
	elif Input.is_action_pressed("B"):  # Move backward
		rotate_x(-0.01)  # Rotate on X axis (positive for up)
	elif Input.is_action_pressed("move_left"):
		rotate_y(-0.04)  # Rotate on Z axis (positive for left)
	elif Input.is_action_pressed("move_right"):
		rotate_y(0.04)  # Rotate on Z axis (negative for right)
#if Input.is_action_just_pressed("ui_accept"):
func _unhandled_input(event):
	if event is InputEventKey and event.pressed:
		if event.keycode == KEY_W:
			translate(Vector3(0, 0, 60) * get_process_delta_time()) 
			
			
			
			
			
	#if Input.Input.is_action_pressed()("ANDAALANTECONW"):
			#translate(Vector3(0, 0, 30) * get_process_delta_time()) 
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Explicacion: practicas de GDScript para animar personajes que al abanzar camine que si esta parado no se mueva , y combinarlo con zarpazos y movimientos..........aun esta verde....pero va saliendo lo que busco.