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42 lines
1.1 KiB
GDScript

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extends Node3D
class_name PlayerInput
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@onready var status = (%Status as Status)
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@onready var combo = (%Combo as Combo)
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@onready var action = (%PlayerAction as PlayerAction)
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var action_map = {}
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func _ready():
SignalManager.connect("input_action_pressed",on_input_action_pressed)
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SignalManager.connect("input_action_released",on_input_action_released)
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SignalManager.connect("input_action_move",on_input_action_move)
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func on_input_action_pressed(action_name:String):
if not action_name in action_map:
action_map[action_name] = true
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else:
return
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)
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func on_input_action_released(action_name:String):
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if not action_name in action_map:
return
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action_map.erase(action_name)
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Global.ui_mgr.input_action(action_name,false)
if Global.is_control_pause:
return
action.check_action(action_name,false)
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func on_input_action_move(input_dir):
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Global.ui_mgr.input_dir(input_dir)
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if Global.is_control_pause:
return
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status.input_dir = input_dir