|  |  |  | extends Node3D | 
					
						
							|  |  |  | class_name PlayerInput | 
					
						
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							|  |  |  | @onready var status: Status = (%Status as Status) | 
					
						
							|  |  |  | @onready var combo: Combo = (%Combo as Combo) | 
					
						
							|  |  |  | @onready var action: PlayerAction = (%PlayerAction as PlayerAction) | 
					
						
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							|  |  |  | var action_map: Dictionary             = {} | 
					
						
							|  |  |  | var switch_action_list: Array[Variant] = ["attack_heavy", "attack_light", "jump", "interact"] | 
					
						
							|  |  |  | var skill_action_list: Array[Variant]  = ["skill1", "skill2", "skill3", "skill4"] | 
					
						
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							|  |  |  | func _ready(): | 
					
						
							|  |  |  | 	SignalManager.connect("input_action_pressed", on_input_action_pressed) | 
					
						
							|  |  |  | 	SignalManager.connect("input_action_released", on_input_action_released) | 
					
						
							|  |  |  | 	SignalManager.connect("input_action_move", on_input_action_move) | 
					
						
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							|  |  |  | func on_input_action_pressed(action_name: String) -> void: | 
					
						
							|  |  |  | 	if action_name in action_map: | 
					
						
							|  |  |  | 		return | 
					
						
							|  |  |  | 	action_map[action_name] = true | 
					
						
							|  |  |  | 	var is_switch: bool = is_switch_action(action_name) | 
					
						
							|  |  |  | 	if is_switch: | 
					
						
							|  |  |  | 		action_name = get_switch_action(action_name) | 
					
						
							|  |  |  | 		action_name = get_skill_action(action_name) | 
					
						
							|  |  |  | 	Global.ui_mgr.input_action(action_name, true) | 
					
						
							|  |  |  | 	if Global.is_control_pause: | 
					
						
							|  |  |  | 		return | 
					
						
							|  |  |  | 	if not action.check_action(action_name, true): | 
					
						
							|  |  |  | 		combo.add_input_action(action_name, is_switch) | 
					
						
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							|  |  |  | func on_input_action_released(action_name: String) -> void: | 
					
						
							|  |  |  | 	if not action_name in action_map: | 
					
						
							|  |  |  | 		return | 
					
						
							|  |  |  | 	action_map.erase(action_name) | 
					
						
							|  |  |  | 	var is_switch: bool = is_switch_action(action_name) | 
					
						
							|  |  |  | 	Global.ui_mgr.input_action(action_name, false) | 
					
						
							|  |  |  | 	if Global.is_control_pause: | 
					
						
							|  |  |  | 		return | 
					
						
							|  |  |  | 	if not action.check_action(action_name, false): | 
					
						
							|  |  |  | 		combo.add_input_action("%s_release" % action_name, is_switch) | 
					
						
							|  |  |  | 	return | 
					
						
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							|  |  |  | func on_input_action_move(input_dir) -> void: | 
					
						
							|  |  |  | 	Global.ui_mgr.input_dir(input_dir) | 
					
						
							|  |  |  | 	if Global.is_control_pause: | 
					
						
							|  |  |  | 		return | 
					
						
							|  |  |  | 	status.input_dir = input_dir | 
					
						
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							|  |  |  | func is_switch_action(action_name: String)->bool: | 
					
						
							|  |  |  | 	return action_name in skill_action_list or (status.is_switch and action_name in switch_action_list) | 
					
						
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							|  |  |  | func get_switch_action(action_name: String)->String: | 
					
						
							|  |  |  | 	if not action_name in switch_action_list: | 
					
						
							|  |  |  | 		return action_name | 
					
						
							|  |  |  | 	if status.is_lock: | 
					
						
							|  |  |  | 		return "lock_%s" % action_name | 
					
						
							|  |  |  | 	else: | 
					
						
							|  |  |  | 		return "free_%s" % action_name | 
					
						
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							|  |  |  | func get_skill_action(action_name: String)->String: | 
					
						
							|  |  |  | 	if not action_name in skill_action_list: | 
					
						
							|  |  |  | 		return action_name | 
					
						
							|  |  |  | 	var index: int = skill_action_list.find(action_name) | 
					
						
							|  |  |  | 	action_name = switch_action_list[index] | 
					
						
							|  |  |  | 	if status.is_lock: | 
					
						
							|  |  |  | 		return "lock_%s" % action_name | 
					
						
							|  |  |  | 	else: | 
					
						
							|  |  |  | 		return "free_%s"% action_name |