extends Node3D class_name PlayerAction @onready var test_bullet: CharacterCfg = load("res://config/character/bullet01.tres") as CharacterCfg @onready var character: Character = (get_owner() as Character) @onready var status: Status = (%Status as Status) @onready var combo: Combo = (%Combo as Combo) var is_lock_pressed: bool var lock_cd_dict: Dictionary = {} func _process(delta) -> void: var has_target: bool = status.target != 0 for key in lock_cd_dict: if lock_cd_dict[key] > 0: lock_cd_dict[key] -= delta else: lock_cd_dict.erase(key) if is_lock_pressed == has_target: return if is_lock_pressed: var enemy_list: Array[Character] = Global.character_mgr.get_enemy_list(character.id()) var pos_player: Vector2 = character.pos2D() enemy_list.sort_custom( func(a: Character, b: Character): var a_lock_cd: bool = a.id() in lock_cd_dict var b_lock_cd: bool = b.id() in lock_cd_dict if a_lock_cd != b_lock_cd: return b_lock_cd return a.pos2D().distance_squared_to(pos_player) < b.pos2D().distance_squared_to(pos_player) ) if enemy_list: character.set_target(enemy_list[0].id()) else: lock_cd_dict[character.target()] = 1 #1秒内无法再次锁定 character.set_target(0) func check_action(key: String, is_pressed: bool) -> bool: if is_pressed and check_action_pressed(key): return true match key: "lock": lock(is_pressed) "switch": switch(is_pressed) _: return false return true func check_action_pressed(key: String) -> bool: match key: "weapon_pre": combo.weapon_index_change(-1) "weapon_next": combo.weapon_index_change(1) "test_1": Global.character_mgr.create_character(ResourceManager.cfg_character_monster_test, Enum.ETeam.Monster, Vector3(5.5, 0, 2)) _: return false return true func lock(is_pressed: bool): is_lock_pressed = is_pressed func switch(is_pressed: bool): character.set_status("is_switch", is_pressed)