using Godot; public partial class CapricornP1Controls : P1Controls { private AnimatedSprite3D _sprite; public override void _Ready() { _sprite = GetNode("Pivot/Sprite"); CanShoot = true; _gameManager = GetTree().Root.GetNode("Main/GameManager"); } [Export] private PackedScene _fireProjectile; [Export] private PackedScene _altFireProjectile; [Export] private float _speed = 3.0f; public bool IsShooting = false; private GameManager _gameManager; public override void _PhysicsProcess(double delta) { Velocity = CalculateCharacterMovement(delta); MoveAndSlide(); } public override void _UnhandledInput(InputEvent @event) { if (Input.IsActionJustPressed("exit")) GetTree().Quit(); if (Input.IsActionJustPressed($"p1_fire") && CanShoot) Fire(); if (Input.IsActionJustPressed($"p1_altfire") && CanShoot) AltFire(); } private Vector3 CalculateCharacterMovement(double delta) { var velocity = Velocity; var inputDir = Input.GetVector($"p1_left", $"p1_right", $"p1_up", $"p1_down"); var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized(); if (direction != Vector3.Zero) { velocity.X = direction.X * _speed; velocity.Z = direction.Z * _speed; } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed); } if (IsShooting) AttackSprite(direction); else WalkSprite(direction); if (!IsShooting && direction.IsEqualApprox(Vector3.Zero)) { _sprite.Play("WalkForward"); _sprite.Stop(); } return velocity; } private void WalkSprite(Vector3 direction) { var roundedDirection = direction.Round(); if (roundedDirection == Vector3.Right) { _sprite.Play("WalkSide"); _sprite.FlipH = false; } if (roundedDirection == Vector3.Left) { _sprite.Play("WalkSide"); _sprite.FlipH = true; } if (roundedDirection == Vector3.Forward) _sprite.Play("WalkForward"); if (roundedDirection == Vector3.Back) _sprite.Play("WalkBack"); } private async void Fire() { IsShooting = true; CanShoot = false; await ToSignal(GetTree().CreateTimer(0.8f), "timeout"); var projectile = _fireProjectile.Instantiate(); projectile.Position = Position + new Vector3(0f, 1f, 0f); projectile.ParentCharacter = this; GetParent().AddChild(projectile); CanShoot = true; IsShooting = false; } private async void AltFire() { IsShooting = true; CanShoot = false; await ToSignal(GetTree().CreateTimer(0.8f), "timeout"); var projectile = _altFireProjectile.Instantiate(); projectile.Position = Position + new Vector3(0f, 1f, 0f); projectile.ParentCharacter = this; GetParent().AddChild(projectile); CanShoot = true; IsShooting = false; } private void AttackSprite(Vector3 direction) { var roundedDirection = direction.Round(); if (roundedDirection == Vector3.Right) { _sprite.Play("AttackSide"); _sprite.FlipH = false; } if (roundedDirection == Vector3.Left) { _sprite.Play("AttackSide"); _sprite.FlipH = true; } if (roundedDirection == Vector3.Forward) _sprite.Play("AttackForward"); if (roundedDirection == Vector3.Back) _sprite.Play("AttackBack"); if (direction.IsEqualApprox(Vector3.Zero)) _sprite.Play("AttackForward"); } public new void OnHit(Node3D node) { if (this != null) _gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, this); } }