using Godot; public partial class TestCharacter : CharacterBody3D { [Export] private float _speed = 5.0f; [Export] private PackedScene _fireProjectile; [Export] private PackedScene _altFireProjectile; public bool CanShoot { get; private set; } public override void _Ready() { CanShoot = true; } public override void _PhysicsProcess(double delta) { if (Input.IsActionJustPressed("p1_fire") && CanShoot) Fire(); if (Input.IsActionJustPressed("p1_altfire") && CanShoot) AltFire(); Velocity = CalculateCharacterMovement(delta); MoveAndSlide(); } 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 * 2; GetNode("Pivot").LookAt(Position + direction, Vector3.Forward + Vector3.Up); } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed * 2); } return velocity; } private async void Fire() { var projectile = _fireProjectile.Instantiate(); projectile.Position = Position + new Vector3(0f, 1f, -3f); GetParent().AddChild(projectile); CanShoot = false; await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout"); CanShoot = true; } private async void AltFire() { var projectile = _altFireProjectile.Instantiate(); projectile.Position = Position + new Vector3(0f, 1f, -3f); GetParent().AddChild(projectile); CanShoot = false; await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout"); CanShoot = true; } private void OnHit(Node3D node) { QueueFree(); } }