extends Node3D class_name PlayerInput @onready var status = (%Status as Status) @onready var combo = (%Combo as Combo) @onready var action = (%PlayerAction as PlayerAction) var action_map = {} var switch_action_list = ["attack_heavy","attack_light","jump","interact"] var skill_action_list = ["skill1","skill2","skill3","skill4"] func _ready(): SignalManager.connect("input_action_pressed",on_input_action_pressed) SignalManager.connect("input_action_released",on_input_action_released) SignalManager.connect("input_action_move",on_input_action_move) func on_input_action_pressed(action_name:String): if action_name in action_map: return action_map[action_name] = true action_name = get_switch_action(action_name) action_name = get_skill_action(action_name) 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) func on_input_action_released(action_name:String): if not action_name in action_map: return action_map.erase(action_name) action_name = get_switch_action(action_name) action_name = get_skill_action(action_name) Global.ui_mgr.input_action(action_name,false) if Global.is_control_pause: return action.check_action(action_name,false) func on_input_action_move(input_dir): Global.ui_mgr.input_dir(input_dir) if Global.is_control_pause: return status.input_dir = input_dir func get_switch_action(action_name:String)->String: if not action_name in switch_action_list: return action_name if not status.is_switch: return action_name if status.target: return "lock_%s"%action_name else: return "free_%s"%action_name func get_skill_action(action_name:String)->String: if not action_name in skill_action_list: return action_name var index = skill_action_list.find(action_name) action_name = switch_action_list[index] if status.target: return "lock_%s"%action_name else: return "free_%s"%action_name