class_name PlayerVehicleController extends Node export(NodePath) var vehicle_path = null onready var _vehicle: BuggedVehicle = get_node(vehicle_path) func _physics_process(_delta: float) -> void: _vehicle.inputs.throttle = Input.get_action_strength("throttle") _vehicle.inputs.clutch = Input.get_action_strength("clutch") _vehicle.inputs.brake = Input.get_action_strength("brake") _vehicle.inputs.handbrake = Input.get_action_strength("handbrake") var steering_input = ( Input.get_action_strength("steer_left") - Input.get_action_strength("steer_right") ) # TODO: deadzone config if abs(steering_input) < 0.05: steering_input = 0.0 _vehicle.inputs.steering = steering_input if Input.is_action_just_pressed("gear_up"): _vehicle.inputs.gear_request = BuggedVehicle.GearRequest.UP elif Input.is_action_just_pressed("gear_down"): _vehicle.inputs.gear_request = BuggedVehicle.GearRequest.DOWN else: _vehicle.inputs.gear_request = BuggedVehicle.GearRequest.NONE