using Godot; public partial class TestCharacter : CharacterBody3D { [Export] private float _speed = 5.0f; [Export] private PackedScene _fireProjectile; [Export] private PackedScene _altFireProjectile; public override void _PhysicsProcess(double delta) { if (Input.IsActionJustPressed("p1_fire")) Fire(); if (Input.IsActionJustPressed("p1_altfire")) AltFire(); Velocity = CalculateCharacterMovement(); MoveAndSlide(); } private Vector3 CalculateCharacterMovement() { 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; GetNode("Pivot").LookAt(Position + -direction, Vector3.Up); } else { velocity.X = Mathf.MoveToward(Velocity.X, 0, _speed); velocity.Z = Mathf.MoveToward(Velocity.Z, 0, _speed); } return velocity; } private async void Fire() { var projectile = _fireProjectile.Instantiate(); projectile.Position = Position + new Vector3(0f, 0f, -0.2f); GetParent().AddChild(projectile); await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout"); } private async void AltFire() { var projectile = _altFireProjectile.Instantiate(); projectile.Position = Position + new Vector3(0f, 0f, -0.2f); GetParent().AddChild(projectile); await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout"); } }