extends CharacterBody3D @export var speed = 100.0 @export var fall_acceleration = 75.0 @export var vertical_sensivity = 0.005 @export var horizontal_sensivity = 0.005 var queue: CommandQueue = CommandQueue.new() @onready var camera: Camera3D = $"Camera" @onready var weapon_player: AnimationPlayer = $"HUD/Weapon/AnimationPlayer" @onready var weapons: Node3D = $"WeaponContainer" const DEFAULT_SIDES: Array[CommandQueue.Side] = [CommandQueue.Side.LEFT, CommandQueue.Side.RIGHT] const ONEHANDED_FIRE_COMMAND: Array[CommandQueue.Command] = [CommandQueue.Command.NONE, CommandQueue.Command.FIRE] var current_weapon: Weapon func _ready() -> void: queue.command_pushed.connect(on_queue_command_pushed) queue.command_popped.connect(on_queue_command_popped) current_weapon = weapons.get_child(0) as Weapon current_weapon.fired.connect(on_weapon_fired) weapon_player.add_animation_library("current", current_weapon.animation_library) weapon_player.play("current/static") Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func _process(_delta: float) -> void: var can_queue_fire = true var weapon_sides = current_weapon.uses_hands for side in weapon_sides: if queue.current_command(side) != CommandQueue.DEFAULT_COMMAND: can_queue_fire = false break if can_queue_fire: var fire_action = Input.is_action_just_pressed('shoot') if \ current_weapon.fire_mode is SingleFireMode else \ Input.is_action_pressed('shoot') if fire_action: var fire_commands = {} for side in weapon_sides: fire_commands[side] = CommandQueue.Command.FIRE queue.push(fire_commands) for side in CommandQueue.Side.values(): var command = queue.current_command(side) match side: CommandQueue.Side.LEFT: handle_current_left_command(command) CommandQueue.Side.RIGHT: handle_current_right_command(command) func _physics_process(delta: float) -> void: var direction = Vector3.ZERO direction.z = Input.get_axis("move_forward", "move_backward") direction.x = Input.get_axis("move_left", "move_right") var target_velocity = (transform.basis * direction).normalized() * speed * delta if not is_on_floor(): target_velocity.y -= fall_acceleration * delta velocity = target_velocity move_and_slide() func _input(event): if event is InputEventMouseMotion: var new_rotation = clamp( camera.rotation.x - event.relative.y * vertical_sensivity, -PI/2, PI/2 ) camera.rotation.x = new_rotation rotation.y -= event.relative.x * horizontal_sensivity func on_queue_command_pushed(commands: Dictionary): for side in commands: match side: CommandQueue.Side.LEFT: handle_new_left_command(commands[side]) CommandQueue.Side.RIGHT: handle_new_right_command(commands[side]) func fire_task_finish(): queue.pop() func on_queue_command_popped(commands): for i in CommandQueue.Side.size(): match CommandQueue.Side.values()[i]: CommandQueue.Side.LEFT: handle_ended_left_command(commands[i]) CommandQueue.Side.RIGHT: handle_ended_right_command(commands[i]) func on_weapon_fired(): weapon_player.play("current/fire") func on_fire_animation_end(): weapon_player.play("current/static") func handle_new_left_command(command: CommandQueue.Command): match command: CommandQueue.Command.NONE: pass _: print('New command %s is not implemented for left hand.' % command) func handle_new_right_command(command: CommandQueue.Command): match command: CommandQueue.Command.NONE | CommandQueue.Command.FIRE: pass _: print('New command %s is not implemented for right hand.' % command) func handle_ended_left_command(command: CommandQueue.Command): match command: CommandQueue.Command.NONE: pass _: print('Ended command %s is not implemented for left hand.' % command) func handle_ended_right_command(command: CommandQueue.Command): match command: CommandQueue.Command.NONE | CommandQueue.Command.FIRE: pass _: print('Ended command %s is not implemented for right hand.' % command) func handle_current_left_command(command: CommandQueue.Command): match command: CommandQueue.Command.NONE: pass _: print('Current command %s is not implemented for left hand.' % command) func handle_current_right_command(command: CommandQueue.Command): match command: CommandQueue.Command.NONE: pass CommandQueue.Command.FIRE: current_weapon.request_fire() _: print('Current command %s is not implemented for right hand.' % command)