extends Node3D class_name PlayerInput @onready var status = (%Status as Status) @onready var combo = (%Combo as Combo) var action_map = {} func _ready(): SignalManager.connect("input_action_pressed",on_input_action_pressed) SignalManager.connect("input_action_pressed",on_input_action_released) SignalManager.connect("input_action_move",on_input_action_move) func on_input_action_pressed(event:InputEvent): for action_name in InputMap.get_actions(): if event.is_action(action_name): if not action_name in action_map: action_map[action_name] = true combo.add_input_action(action_name) func on_input_action_released(event:InputEvent): for action_name in InputMap.get_actions(): if event.is_action(action_name): action_map.erase(action_name) func on_input_action_move(input_dir): status.input_dir = input_dir