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64 lines
1.8 KiB
GDScript

extends Node3D
class_name Core
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@onready var character: Character = (get_owner() as Character)
@onready var status: Status = (%Status as Status)
@onready var skill: Skill = (%Skill as Skill)
@onready var move: Move = (%Move as Move)
var active_core_action_list: Array[String] = ["free_attack_heavy", "free_attack_light", "free_jump", "free_interact", "lock_attack_heavy", "lock_attack_light", "lock_jump", "lock_interact"]
func _ready():
for i in range(8):
status.core_active_list.append(null)
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func _process(delta):
pass
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func set_active_core(index: int, core: CoreCfg) -> void:
match core.type:
Enum.ECoreType.Passive: return
_: pass
if (index < 0) or (index >= 8):
return
var core_pre = status.core_active_list[index]
if core_pre:
on_remove_active_core(index, core_pre)
status.core_active_list[index] = core
on_add_active_core(index, core)
status.emit_status("core_active_list")
return
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func on_add_active_core(index: int, core: CoreCfg):
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var skill_cfg: SkillCfg = core.get_skill_cfg(0)
var action: String = active_core_action_list[index]
skill.add_skill(action, skill_cfg)
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func on_remove_active_core(index: int, core: CoreCfg):
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var skill_cfg: SkillCfg = core.get_skill_cfg(0)
var action: String = active_core_action_list[index]
skill.remove_skill(action, skill_cfg)
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func add_passive_core(core: CoreCfg) -> void:
match core.type:
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Enum.ECoreType.Active: return
_: pass
status.core_passive_list.append(core)
status.emit_status("core_passive_list")
return
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func remove_passive_core(core: CoreCfg) -> void:
match core.type:
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Enum.ECoreType.Active: return
_: pass
status.core_passive_list.filter(func(c): return c!=core)
status.emit_status("core_passive_list")
return