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extends Node3D
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class_name Combo
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@onready var character: Character = (get_owner() as Character)
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@onready var status: Status = (%Status as Status)
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@onready var skill: Skill = (%Skill as Skill)
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@onready var move: Move = (%Move as Move)
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class InputData:
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var action: String
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var alive_time: float
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var skill_map: Dictionary = {} #input -> skill[]
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var input_list: Array[Variant] = [] #指令缓存
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func _ready():
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# test
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add_weapon(load("res://config/weapon/long.tres") as WeaponCfg)
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#add_weapon(load("res://config/weapon/short.tres") as WeaponCfg)
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add_weapon(load("res://config/weapon/fist.tres") as WeaponCfg)
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func _process(delta):
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update_input_alive(delta)
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update_break()
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update_move()
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func update_input_alive(delta):
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var input_list_new: Array[Variant] = []
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for input in input_list:
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input.alive_time -= delta
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if input.alive_time > 0:
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input_list_new.append(input)
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input_list = input_list_new
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func update_break():
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for break_level_name in Enum.EBreakLevel:
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var break_level = Enum.EBreakLevel[break_level_name]
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if break_level <= status.break_level:
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var is_break: bool = false
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match break_level:
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Enum.EBreakLevel.None: pass
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Enum.EBreakLevel.Cancel: is_break = update_break_cancel()
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Enum.EBreakLevel.Jump: is_break = update_break_jump()
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Enum.EBreakLevel.Break: is_break = update_break_break()
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Enum.EBreakLevel.Walk: is_break = update_break_walk()
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if is_break:
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break
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func update_break_cancel() -> bool:
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return update_break_by_level(Enum.EBreakLevel.Cancel)
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func update_break_jump() -> bool:
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for i in range(0, len(input_list)):
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var input = input_list[i]
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if input.action == "jump" and not status.is_jumped:
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refresh_input(i)
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skill.cancel_skill()
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move.jump()
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return true
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return false
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func update_break_break() -> bool:
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return update_break_by_level(Enum.EBreakLevel.Break)
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func update_break_walk() -> bool:
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if status.is_skill_running and status.input_dir.length() > 0:
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refresh_input(len(input_list))
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skill.cancel_skill()
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return true
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return false
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func update_break_by_level(break_level: Enum.EBreakLevel) -> bool:
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for i in range(0, len(input_list)):
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var input = input_list[i]
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if not input.action in skill_map:
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continue
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for skill_cfg in skill_map[input.action]:
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var skill_player_weapon_cfg: SkillPlayerCfg = skill_cfg as SkillPlayerCfg
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if skill_player_weapon_cfg.break_level != break_level:
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continue
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var stance_from: Enum.EStance = skill_player_weapon_cfg.stance_from
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if (stance_from != status.stance) and (int(stance_from) != Enum.EStance.Any):
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continue
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if skill_player_weapon_cfg.weapon:
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if skill_player_weapon_cfg.weapon != status.weapon_list[status.weapon_index]:
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continue
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skill.cast_skill(skill_cfg, status.input_dir)
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status.stance = skill_player_weapon_cfg.stance_to
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refresh_input(i)
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return true
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return false
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func refresh_input(index: int):
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if index >= len(input_list)-1:
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input_list = []
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else:
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input_list = input_list.slice(index+1)
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func update_move():
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status.move_dir = status.input_dir
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if status.is_skill_running:
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pass
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else:
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if not status.is_on_floor or status.is_jumping:
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status.stance = Enum.EStance.AirIdle
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else:
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status.stance = Enum.EStance.Idle
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status.break_level = Enum.EBreakLevel.Walk
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func add_input_action(action: String):
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var new_input = InputData.new()
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new_input.action = action
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new_input.alive_time = Setting.input_alive_time
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input_list.append(new_input)
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func add_skill(action: String, skillCfg: SkillPlayerCfg):
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if not action in skill_map:
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skill_map[action] = []
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skill_map[action].append(skillCfg)
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func remove_skill(action: String, skillCfg: SkillPlayerCfg) -> void:
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if not action in skill_map:
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return
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skill_map[action].filter(func(cfg): return cfg != skillCfg)
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func add_weapon(weapon: WeaponCfg):
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status.weapon_list.append(weapon)
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for skill_player_weapon_res: SkillPlayerCfg in Util.get_skill_player_weapon_by_weapon(weapon):
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var skill_player_weapon: SkillPlayerCfg = skill_player_weapon_res as SkillPlayerCfg
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add_skill(skill_player_weapon.action, skill_player_weapon_res)
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status.emit_status("weapon_list")
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status.set_status("weapon_index", 0)
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func weapon_index_change(dir: int) -> void:
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if not status.weapon_list:
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return
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if status.weapon_index_change_dir:
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return
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if abs(dir) != 1:
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return
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status.set_status("weapon_index_change_dir", dir)
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character.add_buff("weapon_index_change", Setting.weapon_anime_duration)
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return
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