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			76 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			GDScript
		
	
			
		
		
	
	
			76 lines
		
	
	
		
			2.5 KiB
		
	
	
	
		
			GDScript
		
	
| extends Node3D
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| class_name PlayerInput
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| 
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| @onready var status: Status = (%Status as Status)
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| @onready var combo: Combo = (%Combo as Combo)
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| @onready var action: PlayerAction = (%PlayerAction as PlayerAction)
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| 
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| var action_map: Dictionary             = {}
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| var switch_action_list: Array[Variant] = ["attack_heavy", "attack_light", "jump", "interact"]
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| var skill_action_list: Array[Variant]  = ["skill1", "skill2", "skill3", "skill4"]
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| 
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| 
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| func _ready():
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|     SignalManager.connect("input_action_pressed", on_input_action_pressed)
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|     SignalManager.connect("input_action_released", on_input_action_released)
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|     SignalManager.connect("input_action_move", on_input_action_move)
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| 
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| 
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| func on_input_action_pressed(action_name: String) -> void:
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|     if action_name in action_map:
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|         return
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|     action_map[action_name] = true
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|     var is_switch: bool = is_switch_action(action_name)
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|     if is_switch:
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|         action_name = get_switch_action(action_name)
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|         action_name = get_skill_action(action_name)
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|     Global.ui_mgr.input_action(action_name, true)
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|     if Global.is_control_pause:
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|         return
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|     if not action.check_action(action_name, true):
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|         combo.add_input_action(action_name, is_switch)
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| 
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| 
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| func on_input_action_released(action_name: String) -> void:
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|     if not action_name in action_map:
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|         return
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|     action_map.erase(action_name)
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|     var is_switch: bool = is_switch_action(action_name)
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|     Global.ui_mgr.input_action(action_name, false)
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|     if Global.is_control_pause:
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|         return
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|     if not action.check_action(action_name, false):
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|         combo.add_input_action("%s_release" % action_name, is_switch)
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|     return
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| 
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| 
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| func on_input_action_move(input_dir) -> void:
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|     Global.ui_mgr.input_dir(input_dir)
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|     if Global.is_control_pause:
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|         return
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|     status.input_dir = input_dir
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| 
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| 
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| func is_switch_action(action_name: String)->bool:
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|     return action_name in skill_action_list or (status.is_switch and action_name in switch_action_list)
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| 
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| 
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| func get_switch_action(action_name: String)->String:
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|     if not action_name in switch_action_list:
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|         return action_name
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|     if status.is_lock:
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|         return "lock_%s" % action_name
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|     else:
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|         return "free_%s" % action_name
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| 
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| 
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| func get_skill_action(action_name: String)->String:
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|     if not action_name in skill_action_list:
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|         return action_name
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|     var index: int = skill_action_list.find(action_name)
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|     action_name = switch_action_list[index]
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|     if status.is_lock:
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|         return "lock_%s" % action_name
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|     else:
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|         return "free_%s"% action_name
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