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196 lines
6.5 KiB
GDScript

extends Node3D
class_name Combo
@onready var character: Character = (get_owner() as Character)
@onready var status: Status = (%Status as Status)
@onready var skill: Skill = (%Skill as Skill)
@onready var move: Move = (%Move as Move)
@onready var core: Core = (%Core as Core)
@onready var battle: Battle = (%Battle as Battle)
class InputData:
var action: String
var alive_time: float
var is_switch: bool
var input_list: Array[InputData] = [] #指令缓存
func _ready():
# test
add_basic_skill()
add_weapon(load("res://config/weapon/long.tres") as WeaponCfg)
#add_weapon(load("res://config/weapon/short.tres") as WeaponCfg)
add_weapon(load("res://config/weapon/fist.tres") as WeaponCfg)
core.set_active_core(0, load("res://config/core/hero01_remote01.tres") as CoreCfg)
core.set_active_core(1, load("res://config/core/monster03_slash01.tres") as CoreCfg)
core.set_active_core(2, load("res://config/core/monster03_slash02.tres") as CoreCfg)
core.set_active_core(3, load("res://config/core/monster03_slash03.tres") as CoreCfg)
core.set_active_core(4, load("res://config/core/hero01_remote01.tres") as CoreCfg)
core.set_active_core(5, load("res://config/core/monster03_slash01.tres") as CoreCfg)
core.set_active_core(6, load("res://config/core/monster03_slash02.tres") as CoreCfg)
core.set_active_core(7, load("res://config/core/monster03_slash03.tres") as CoreCfg)
func _process(delta):
update_input_alive(delta)
update_charging()
update_break()
update_move()
func update_charging() -> void:
if not status.is_charging:
return
var release_key: String = "%s_release" % status.skill_action_key
for i in range(0, len(input_list)):
var input: InputData = input_list[i]
if not input.action == release_key:
continue
refresh_input(i)
battle.on_skill_release_trigger(status.skill_cfg.get_res_name())
break
func update_input_alive(delta):
var input_list_new: Array[InputData] = []
for input in input_list:
input.alive_time -= delta
if input.alive_time > 0:
input_list_new.append(input)
input_list = input_list_new
func update_break():
for break_level_name in Enum.EBreakLevel:
var break_level = Enum.EBreakLevel[break_level_name]
if break_level <= status.break_level:
var is_break: bool = false
match break_level:
Enum.EBreakLevel.None: is_break = update_break_none()
Enum.EBreakLevel.Cancel: is_break = update_break_cancel()
Enum.EBreakLevel.Jump: is_break = update_break_jump()
Enum.EBreakLevel.Break: is_break = update_break_break()
Enum.EBreakLevel.Walk: is_break = update_break_walk()
if is_break:
break
func update_break_none() -> bool:
return update_break_by_level(Enum.EBreakLevel.None)
func update_break_cancel() -> bool:
return update_break_by_level(Enum.EBreakLevel.Cancel)
func update_break_jump() -> bool:
for i in range(0, len(input_list)):
var input: InputData = input_list[i]
if (input.action == "jump") and not status.is_jumped:
refresh_input(i)
skill.cancel_skill()
move.jump()
return true
return false
func update_break_break() -> bool:
return update_break_by_level(Enum.EBreakLevel.Break)
func update_break_walk() -> bool:
if status.is_skill_running and status.input_dir.length() > 0:
refresh_input(len(input_list))
skill.cancel_skill()
return true
return false
func update_break_by_level(break_level: Enum.EBreakLevel) -> bool:
for i in range(0, len(input_list)):
var input: InputData = input_list[i]
if input.is_switch:
if core.cast_skill_by_action( input.action, status.input_dir):
refresh_input(i)
return true
else:
if input.action in skill.skill_map:
for skill_cfg: SkillCfg in skill.skill_map[input.action]:
#释放技能扣除mp检查
var skill_cfg_with_cost: SkillCfg = skill.cast_skill_mp_cost_check(skill_cfg)
if not skill_cfg_with_cost:
continue
#施放技能条件检查
if not skill.cast_skill_check(skill_cfg_with_cost, break_level):
continue
#施放技能扣除mp
if not skill.cast_skill_mp_cost(skill_cfg_with_cost):
continue
skill.cast_skill(skill_cfg_with_cost, status.input_dir, input.action)
refresh_input(i)
return true
return false
func refresh_input(index: int):
if index >= len(input_list)-1:
input_list = []
else:
input_list = input_list.slice(index+1)
func update_move():
status.move_dir = status.input_dir
if status.is_skill_running:
pass
else:
if not status.is_on_floor or status.is_jumping:
status.stance = Enum.EStance.AirIdle
else:
status.stance = Enum.EStance.GroundIdle
status.break_level = Enum.EBreakLevel.Walk
func add_input_action(action: String, is_switch: bool) -> void:
if is_switch:
var action_index: int = core.get_action_index(action)
if action_index < 0:
return
if action_index >= 4:
core.cast_skill_sub(action_index, status.input_dir, status.target)
return
var new_input = InputData.new()
new_input.action = action
new_input.alive_time = Setting.input_alive_time
new_input.is_switch = is_switch
input_list.append(new_input)
func add_weapon(weapon: WeaponCfg):
status.weapon_list.append(weapon)
for skill_player_weapon: SkillWeaponCfg in Util.get_skill_player_weapon_by_weapon(weapon):
skill.add_skill(skill_player_weapon.action, skill_player_weapon)
status.emit_status("weapon_list")
status.set_status("weapon_index", 0)
func add_basic_skill():
for skill_player_weapon: SkillWeaponCfg in Util.get_all_skill_player_basic():
skill.add_skill(skill_player_weapon.action, skill_player_weapon)
func weapon_index_change(dir: int) -> void:
if not status.weapon_list:
return
if status.weapon_index_change_dir:
return
if abs(dir) != 1:
return
status.set_status("weapon_index_change_dir", dir)
character.add_buff("weapon_index_change", Setting.weapon_anime_duration)
return