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" 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 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: if Input.is_action_pressed("shoot") \ and queue.current_command(CommandQueue.Side.RIGHT) \ == CommandQueue.DEFAULT_COMMAND: queue.push([ CommandQueue.Command.NONE, CommandQueue.Command.SHOOT ], [ CommandQueue.Side.LEFT, CommandQueue.Side.RIGHT ]) 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(sides, commands): for i in sides.size(): match sides[i]: CommandQueue.Side.LEFT: handle_new_left_command(commands[i]) CommandQueue.Side.RIGHT: handle_new_right_command(commands[i]) func shoot_animation_ended(): 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 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.SHOOT: 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: pass CommandQueue.Command.SHOOT: weapon_player.play('current/static') _: 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 _: print('Current command %s is not implemented for right hand.' % command)