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extends Node
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@export var test_skill_cfg:SkillCfg
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@onready var status = (%Status as Status)
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@onready var skill = (%Skill as Skill)
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@onready var move = (%Move as Move)
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func _ready():
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SignalManager.connect("input_action_pressed",on_input_action_pressed)
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SignalManager.connect("input_action_pressed",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(event:InputEvent):
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if event.is_action("attack_light"):
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skill.cast_skill(test_skill_cfg,Vector2(1,1))
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elif event.is_action("jump"):
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move.jump()
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func on_input_action_released(event:InputEvent):
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pass
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func on_input_action_move(input_dir):
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if !status.is_free_control:
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return
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status.move_dir = input_dir
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