using System.Collections.Generic; using Godot; using KarrotStarterTemplate.Common.CameraController; using KarrotStarterTemplate.Common.CharacterMovement; namespace KarrotStarterTemplate.Entities.Player; public partial class Player : CharacterBody3D { private CharacterMovementController _movementController; private CharacterCameraController _cameraController; private AnimationTree _animationTree; private PlayerStateMachine _stateMachine; private Vector2 _blendPosition; public override void _Ready() { _cameraController = GetNode("CameraController"); _movementController = GetNode("MovementController"); _animationTree = GetNode("AnimationTree"); _stateMachine = GetNode("PlayerStateMachine"); } public override void _PhysicsProcess(double delta) { Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_back"); _stateMachine.package.Add("move_direction", inputDir); _stateMachine.package.Add("run", Input.IsActionPressed("run")); _stateMachine.package.Add("roll", Input.IsActionJustPressed("roll")); // Variant v = _animationTree.GetAnimation("run"); // if (Input.IsActionPressed("run")) // { // GD.Print("Add run"); // _stateMachine.AddStateInputsAction("run"); // } } }