class_name Player extends CharacterBody3D @export var _input_mode: Inputer.Mode = Inputer.Mode.KB_MOUSE @export var _device_index: int = -1 @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() @onready var attack: PlayerAttack = $Attack func _ready() -> void: _respawn_point = global_position Referencer.players.append(self) Referencer.players_count += 1 _debug_collision_shapes.init(get_children(), self, _collision_debug_material) func _process(_delta: float) -> void: call_deferred("_aiming") _process_respawning() var aim_pos := global_position + aiming.aim_offset Debugger.marker("aim", aim_pos + Vector3.UP) Debugger.vector("aimv", Vector3(aim_pos.x, 0, aim_pos.z), aim_pos + Vector3.UP) func _physics_process(delta: float) -> void: if not is_multiplayer_authority(): return var can_move := not attack.is_hitting() velocity = movement.movement(velocity, delta, is_on_floor(), can_move) move_and_slide() func _unhandled_input(event: InputEvent) -> void: var mode := Inputer.get_event_mode(event) if ( not input_mode_is(mode) or (_input_mode == Inputer.Mode.CONTROLLER and event.device != _device_index) ): return movement.handle_input(event, mode) if event.is_action_pressed("attack"): attack.attack() func input_mode_is(mode: Inputer.Mode) -> bool: return ( (Referencer.players_count == 1 and mode == Inputer.mode) or (Referencer.players_count > 1 and _input_mode == mode) ) func _aiming() -> void: if input_mode_is(Inputer.Mode.CONTROLLER): aiming.controller_aiming(movement.move_input) if input_mode_is(Inputer.Mode.KB_MOUSE): var mouse_pos := get_viewport().get_mouse_position() aiming.mouse_aiming(mouse_pos, global_position, is_on_floor()) if attack.is_hitting(): return 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