extends CharacterBody3D signal attack const SPEED = 3.0 const JUMP_VELOCITY = 2.5 func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity += get_gravity() * delta # Handle jump. if Input.is_action_just_pressed("ui_accept") and is_on_floor(): velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() if direction: velocity.x = direction.x * SPEED velocity.z = direction.z * SPEED else: velocity.x = move_toward(velocity.x, 0, SPEED) velocity.z = move_toward(velocity.z, 0, SPEED) move_and_slide() func _process(delta): if Input.is_action_just_pressed("bell"): print("bell") var enemy = get_parent().find_child("Wolf") print(enemy) attack.emit(enemy.global_transform.origin) elif Input.is_action_just_pressed("yell"): print("yell")