extends Node3D func _input(event) -> void: if !event.is_action_type(): return for action_name in InputMap.get_actions(): if event.is_action_pressed(action_name): SignalManager.input_action_pressed.emit(action_name) elif event.is_action_released(action_name): SignalManager.input_action_released.emit(action_name) var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_up", "move_down") SignalManager.input_action_move.emit(input_dir)