using Godot; public partial class Character : CharacterBody3D { [Export] protected PackedScene _fireProjectile; [Export] protected PackedScene _altFireProjectile; protected Player _ownerPlayer; [Export] protected float _speed = 3.0f; public bool CanShoot { get; protected set; } protected GameManager _gameManager; public override void _EnterTree() { CanShoot = true; _gameManager = GetTree().Root.GetNode("Main/GameManager"); } public void Initialize(Player ownerPlayer) { _ownerPlayer = ownerPlayer; } 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(_ownerPlayer.PlayerInput.Fire()) && CanShoot) Fire(); if (Input.IsActionJustPressed(_ownerPlayer.PlayerInput.AltFire()) && CanShoot) AltFire(); } private Vector3 CalculateCharacterMovement(double delta) { var velocity = Velocity; var inputDir = Input.GetVector(_ownerPlayer.PlayerInput.Left(), _ownerPlayer.PlayerInput.Right(), _ownerPlayer.PlayerInput.Up(), _ownerPlayer.PlayerInput.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, 1f, 0f); projectile.ParentCharacter = this; 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, 0f); projectile.ParentCharacter = this; GetParent().AddChild(projectile); CanShoot = false; await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout"); CanShoot = true; } public void OnHit(Node3D node) { if (this != null) _gameManager.CallDeferred(GameManager.MethodName.RemoveCharacter, _ownerPlayer); } }