extends Node @export var test_skill_cfg:SkillCfg @onready var status = (%Status as Status) @onready var skill = (%Skill as Skill) @onready var move = (%Move as Move) 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): if event.is_action("attack_light"): skill.cast_skill(test_skill_cfg,Vector2(1,1)) elif event.is_action("jump"): move.jump() func on_input_action_released(event:InputEvent): pass func on_input_action_move(input_dir): if !status.is_free_control: return status.move_dir = input_dir