extends Node3D var revolver: Node3D func _ready() -> void: revolver = GameManager.get_enemy_revolver() GameManager.state_changed.connect(on_state_changed) func on_state_changed(): if GameManager.current_state == GameManager.GameState.PLAYER2_GUN_LOAD: make_turn() elif GameManager.current_state == GameManager.GameState.PLAYER2_UNLOAD: unload() func unload(): print("Unload") var choices = GameManager.PlayerChoice.values() var choice = choices.pick_random() GameManager.player_phase2_choice = choice print(GameManager.player_phase2_choice) if GameManager.PlayerChoice.SHOOT_SELF == choice: print("I will shoot myself") revolver.rotation_degrees = Vector3(180,180,0) else: print("I will shoot opponent") revolver.rotation_degrees = Vector3(180,0,0) revolver.current_round = 0 for i in range(0, 6, 1): revolver.shoot() revolver.current_round = i func make_turn(): if revolver == null: revolver = GameManager.get_enemy_revolver() var bullets = GameManager.bullets var avaible_bullets = Array() for bullet in bullets: if bullet.is_loaded == false: avaible_bullets.append(bullet) var randNumb = randi_range(0, avaible_bullets.size() -1) revolver.load_bullet(avaible_bullets[randNumb])