Godot Version `
Godot 4.4.1 stable
Question
I got problem, if i click E again after picked the Flashlight, the Flashlight gone like in script
extends CharacterBody3D
signal interact_object
@onready var senter = $"."
@onready var raycast_cast_3d = $Head/Camera3D/hehe
var pickedObject
var is_paused = false
var flashlightOn = false
#@onready var flashlightObject = preload("res://HororTungTung/model/items/flashlight_drop.tscn")
#@onready var flashlightAHHHObject = preload("res://FlashAHHH.tscn")
#@onready var unArmed = preload("res://unarmed.tscn")
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
func _ready():
process_mode = Node.PROCESS_MODE_ALWAYS
add_to_group("player")
func _input(event):
#add sprint
if event.is_action_pressed("sprint"):
var speed
speed = SPEED * 0.9
else:
var speed
speed = SPEED * 0.5
if event.is_action_pressed("interact") and pickedObject:
var drop_transform = pickedObject.global_position
pickedObject.reparent(get_tree().current_scene)
pickedObject = null
#if is_inside_tree() and pickedObject:
#print("Node ini sudah berada dalam scene tree!")
#else:
#print("Node ini belum ada dalam scene tree.")
func _process(_delta):
if raycast_cast_3d.is_colliding():
var collider = raycast_cast_3d.get_collider()
interact_object.emit(collider)
else: interact_object.emit(null)
if Input.is_action_just_pressed("pause"):
is_paused = !is_paused
get_tree().paused = is_paused
if is_paused:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _physics_process(_delta):
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * _delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("left", "right", "forward", "backward")
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)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
func pick_up_object(object):
#object.transform = Transform3D.IDENTITY
object.reparent(%hand)
object.global_transform = %hand.global_transform
await get_tree().create_timer(0.1).timeout
pickedObject = object```