extends Node func _init() -> void: var node = WeaponsSystem.new() node.set_name("WeaponsSystem") add_child(node) node = DefaultEventBus.new() node.set_name("MainEventBus") add_child(node) node = EventScope.new() node.set_name("InputEventScope") add_child(node) # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: var actions = [ "ui_fire", "ui_up", "ui_down", "ui_left", "ui_right", ] for action in actions: if Input.is_action_pressed(action): get_node("/root/Main/MainEventBus").publish(get_node("/root/Main/InputEventScope"), KeyboardInputEvent.new(action, true)) elif Input.is_action_just_released(action): get_node("/root/Main/MainEventBus").publish(get_node("/root/Main/InputEventScope"), KeyboardInputEvent.new(action, false)) pass