@@ -73,7 +73,6 @@ var fly_ability_path := NodePath("Fly Ability 3D")
7373var swim_ability_path := NodePath ("Swim Ability 3D" )
7474
7575var direction := Vector3 ()
76- var input_up := false
7776var step_cycle : float = 0
7877var next_step : float = 0
7978var horizontal_velocity
@@ -137,8 +136,8 @@ func _start_variables():
137136 swim_ability .submerged_speed_multiplier = submerged_speed_multiplier
138137
139138
140- func move (_delta : float , input_axis := Vector2 .ZERO , input_jump := false , input_crouch := false , input_sprint := false ) -> void :
141- var direction = _direction_input (input_axis , input_crouch , direction_base_node )
139+ func move (_delta : float , input_axis := Vector2 .ZERO , input_jump := false , input_crouch := false , input_sprint := false , input_swim_down : = false , input_swim_up : = false ) -> void :
140+ var direction = _direction_input (input_axis , input_swim_down , input_swim_up , direction_base_node )
142141 if not swim_ability .is_floating ():
143142 _check_landed ()
144143 if not jump_ability .is_actived () and not is_fly_mode () and not is_submerged () and not is_floating ():
@@ -177,7 +176,7 @@ func _check_step(_delta):
177176 _step (is_on_floor ())
178177
179178
180- func _direction_input (input : Vector2 , input_crouch : bool , aim_node : Node3D ) -> Vector3 :
179+ func _direction_input (input : Vector2 , input_down : bool , input_up : bool , aim_node : Node3D ) -> Vector3 :
181180 direction = Vector3 ()
182181 var aim = aim_node .get_global_transform ().basis
183182 if input .x >= 0.5 :
@@ -192,7 +191,7 @@ func _direction_input(input : Vector2, input_crouch : bool, aim_node : Node3D) -
192191 if is_fly_mode () or is_floating ():
193192 if input_up :
194193 direction .y += 1.0
195- elif input_crouch :
194+ elif input_down :
196195 direction .y -= 1.0
197196 else :
198197 direction .y = 0
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