var idle_time := 0.00
-var last_movement_direction := rotation
-var state := ""
+var last_movement_direction := rotation
var floor_normal := Vector3.ZERO
var ground_slope_input := 0.0
+var state := ""
+
+@onready var input: InputHandler = $Input
+@onready var model: PlayerModel = $Model
+@onready var visual: PlayerVisual = $Visual
+@onready var cameraHandler: PlayerCameraHandler = $CameraHandler
+@onready var skin: Node3D = $Model/Skeleton3D
+
-@onready var input: InputHandler = %Input
-@onready var model: PlayerModel = %Model
-@onready var skin: AnimatedSkin = %skin
+func _ready() -> void:
+ visual.assign_skeleton(model.skeleton)
func _physics_process(delta: float) -> void:
var input_pkt := input.get_player_input()
+ cameraHandler.update(input_pkt, delta)
+
+ input_pkt.player_movement_direction = cameraHandler.get_xz_direction_relative_to_camera(
+ input_pkt.player_movement_direction
+ )
model.update(input_pkt, delta)
+
+ # TODO: this is bad!!
+ skin.global_position = global_position
+ visual.global_rotation = skin.global_rotation