|  |  |  | extends Node3D | 
					
						
							|  |  |  | class_name PlayerAction | 
					
						
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							|  |  |  | @onready var test_bullet: CharacterCfg = load("res://config/character/bullet01.tres") as CharacterCfg | 
					
						
							|  |  |  | @onready var character: Character = (get_owner() as Character) | 
					
						
							|  |  |  | @onready var status: Status = (%Status as Status) | 
					
						
							|  |  |  | @onready var combo: Combo = (%Combo as Combo) | 
					
						
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							|  |  |  | var lock_cd_dict: Dictionary = {} | 
					
						
							|  |  |  | var is_lock: bool | 
					
						
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							|  |  |  | func _process(delta) -> void: | 
					
						
							|  |  |  |     #更新主动锁定目标cd | 
					
						
							|  |  |  |     for key in lock_cd_dict: | 
					
						
							|  |  |  |         if lock_cd_dict[key] > 0: | 
					
						
							|  |  |  |             lock_cd_dict[key] -= delta | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             lock_cd_dict.erase(key) | 
					
						
							|  |  |  |     #没有锁定目标 尝试被动锁定 | 
					
						
							|  |  |  |     if not status.target and not is_lock: | 
					
						
							|  |  |  |         var enemy_list: Array[Character] = Global.character_mgr.get_enemy_list(character.id()) | 
					
						
							|  |  |  |         var pos_player: Vector2          = character.pos2D() | 
					
						
							|  |  |  |         enemy_list.filter( func(a: Character): return a.pos2D().distance_squared_to(pos_player)<3) | 
					
						
							|  |  |  |         enemy_list.sort_custom( | 
					
						
							|  |  |  |             func(a: Character, b: Character): | 
					
						
							|  |  |  |                 return a.pos2D().distance_squared_to(pos_player) < b.pos2D().distance_squared_to(pos_player) | 
					
						
							|  |  |  |         ) | 
					
						
							|  |  |  |         if enemy_list: | 
					
						
							|  |  |  |             character.set_target(enemy_list[0].id()) | 
					
						
							|  |  |  |             character.set_is_lock(is_lock) | 
					
						
							|  |  |  |     #锁定状态有变化 尝试主动锁定 | 
					
						
							|  |  |  |     if status.is_lock == is_lock: | 
					
						
							|  |  |  |         return | 
					
						
							|  |  |  |     if is_lock: | 
					
						
							|  |  |  |         var enemy_list: Array[Character] = Global.character_mgr.get_enemy_list(character.id()) | 
					
						
							|  |  |  |         var pos_player: Vector2          = character.pos2D() | 
					
						
							|  |  |  |         enemy_list.sort_custom( | 
					
						
							|  |  |  |             func(a: Character, b: Character): | 
					
						
							|  |  |  |                 var a_lock_cd: bool = a.id() in lock_cd_dict | 
					
						
							|  |  |  |                 var b_lock_cd: bool = b.id() in lock_cd_dict | 
					
						
							|  |  |  |                 if a_lock_cd != b_lock_cd: | 
					
						
							|  |  |  |                     return b_lock_cd | 
					
						
							|  |  |  |                 return a.pos2D().distance_squared_to(pos_player) < b.pos2D().distance_squared_to(pos_player) | 
					
						
							|  |  |  |         ) | 
					
						
							|  |  |  |         if enemy_list: | 
					
						
							|  |  |  |             character.set_target(enemy_list[0].id()) | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         if status.target: | 
					
						
							|  |  |  |             lock_cd_dict[status.target] = 0.5 #0.5秒内无法再次主动锁定 | 
					
						
							|  |  |  |     character.set_is_lock(is_lock) | 
					
						
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							|  |  |  | func check_action(key: String, is_pressed: bool) -> bool: | 
					
						
							|  |  |  |     if is_pressed and check_action_pressed(key): | 
					
						
							|  |  |  |         return true | 
					
						
							|  |  |  |     match key: | 
					
						
							|  |  |  |         "lock": lock(is_pressed) | 
					
						
							|  |  |  |         "switch": switch(is_pressed) | 
					
						
							|  |  |  |         _: return false | 
					
						
							|  |  |  |     return true | 
					
						
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							|  |  |  | func check_action_pressed(key: String) -> bool: | 
					
						
							|  |  |  |     match key: | 
					
						
							|  |  |  |         "weapon_pre": combo.weapon_index_change(-1) | 
					
						
							|  |  |  |         "weapon_next": combo.weapon_index_change(1) | 
					
						
							|  |  |  |         "test_1": | 
					
						
							|  |  |  |             Global.character_mgr.create_character(ResourceManager.cfg_character_monster_test1, Enum.ETeam.Monster, Vector3(5.5, 1, 2)) | 
					
						
							|  |  |  |             Global.character_mgr.create_character(ResourceManager.cfg_character_monster_test2, Enum.ETeam.Monster, Vector3(5.5, 1, 2)) | 
					
						
							|  |  |  |             Global.character_mgr.create_character(ResourceManager.cfg_character_monster_test3, Enum.ETeam.Monster, Vector3(5.5, 1, 2)) | 
					
						
							|  |  |  |         _: return false | 
					
						
							|  |  |  |     return true | 
					
						
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							|  |  |  | func lock(is_pressed: bool): | 
					
						
							|  |  |  |     is_lock = is_pressed | 
					
						
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							|  |  |  | func switch(is_pressed: bool): | 
					
						
							|  |  |  |     character.set_status("is_switch", is_pressed) |