master
chendian 2 years ago
parent 72957ab144
commit 4c9b36775a

@ -64,16 +64,14 @@ func update_break_walk():
func update_break_by_level(break_level:Enum.EBreakLevel): func update_break_by_level(break_level:Enum.EBreakLevel):
for i in range(0,len(input_list)): for i in range(0,len(input_list)):
var input = input_list[i] var input = input_list[i]
var skill_cfg_list = [] if not input.action in skill_map:
if input.action in skill_map: continue
skill_cfg_list.append_array(skill_map[input.action]) for skill_cfg in skill_map[input.action]:
if "any" in skill_map:
skill_cfg_list.append_array(skill_map["any"])
for skill_cfg in skill_cfg_list:
var player_skill_cfg = skill_cfg as PlayerSkillCfg var player_skill_cfg = skill_cfg as PlayerSkillCfg
if player_skill_cfg.break_level != break_level: if player_skill_cfg.break_level != break_level:
continue continue
if player_skill_cfg.stance_from != status.stance: var stance_from = player_skill_cfg.stance_from
if stance_from != status.stance and stance_from != Enum.EStance.Any:
continue continue
skill.cast_skill(skill_cfg,status.input_dir) skill.cast_skill(skill_cfg,status.input_dir)
status.stance = player_skill_cfg.stance_to status.stance = player_skill_cfg.stance_to

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