class_name Player extends CharacterBody3D @export var _respawn_height: float = -5 @export var _collision_debug_material: Material var movement: PlayerMovement = PlayerMovement.new() var aiming: PlayerAiming = PlayerAiming.new() var _respawn_point: Vector3 var _debug_collision_shapes := DebugCollisionShapes.new() func _ready() -> void: _respawn_point = global_position Referencer.player = self _debug_collision_shapes.init(get_children(), self, _collision_debug_material) func _process(_delta: float) -> void: aiming.controller_aiming(movement.move_input) call_deferred("_mouse_aiming") _process_respawning() Debugger.marker("aim", global_position + aiming.aim_offset) func _physics_process(delta: float) -> void: if not is_multiplayer_authority(): return velocity = movement.lateral_movement(velocity, delta) velocity = movement.vertical_movement(velocity, delta, is_on_floor()) move_and_slide() func _mouse_aiming() -> void: var mouse_pos := get_viewport().get_mouse_position() aiming.mouse_aiming(mouse_pos, global_position, is_on_floor()) if aiming.aim_offset.length() > 0: look_at(global_position + aiming.aim_offset, Vector3.UP, true) func _process_respawning() -> void: if global_position.y < _respawn_height: global_position = _respawn_point velocity = Vector3.ZERO