extends Node3D class_name PlayerAction @onready var test_bullet = load("res://config/character/bullet01.tres") @onready var character = (get_owner() as Character) @onready var status = (%Status as Status) @onready var combo = (%Combo as Combo) 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) _: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(test_bullet,character.team(),character.pos()) _:return false return true func lock(is_pressed:bool): var has_target = status.target != 0 if is_pressed == has_target: return if is_pressed: var enemy_list = Global.character_mgr.get_enemy_list(character.id()) if enemy_list: character.set_target(enemy_list[0].id()) else: character.set_target(0)