class_name Player extends CharacterBody3D static var instances: Array[Player] @export var cursor_color: Color @export var _input_mode: Inputer.Mode = Inputer.Mode.KB_MOUSE @export var _device_index: int = 0 @export var _respawn_height: float = -5 @export_group("References") @export var attack: PlayerAttacker @export var stats: PlayerStats @export var mover: PlayerMover @export var aimer: PlayerAimer @export var _cursor: PlayerCursor var _respawn_point: Vector3 static func is_single_player() -> bool: return instances.size() == 1 func _ready() -> void: _respawn_point = global_position instances.append(self) func _process(_delta: float) -> void: var aim_pos := global_position + aimer.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: _aiming() var can_move := not attack.is_hitting() velocity = mover.process_movement(velocity, delta, is_on_floor(), can_move) move_and_slide() if not attack.is_hitting() and aimer.aim_offset.length() > 0: look_at(global_position + aimer.aim_offset, Vector3.UP, true) _process_respawning() _cursor.handle_cursor(self, delta) func _unhandled_input(event: InputEvent) -> void: var mode := Inputer.get_event_mode(event) if ( not input_mode_is(mode) or ( not Player.is_single_player() and _input_mode == Inputer.Mode.CONTROLLER and event.device != _device_index ) ): return aimer.handle_input(event, mode) mover.handle_input(event, mode) if event.is_action_pressed("attack"): attack.attack() func input_mode_is(mode: Inputer.Mode) -> bool: return ( (Player.is_single_player() and mode == Inputer.mode) or (not Player.is_single_player() and _input_mode == mode) ) func _aiming() -> void: if input_mode_is(Inputer.Mode.CONTROLLER): aimer.aim_controller(mover.move_input) if input_mode_is(Inputer.Mode.KB_MOUSE): var mouse_pos := get_viewport().get_mouse_position() if get_viewport().get_visible_rect().has_point(mouse_pos): aimer.aim_mouse(mouse_pos, global_position, is_on_floor()) func _process_respawning() -> void: if global_position.y < _respawn_height: global_position = _respawn_point velocity = Vector3.ZERO reset_physics_interpolation()