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61 lines
1.7 KiB
GDScript

extends Node3D
class_name Core
@onready var character = (get_owner() as Character)
@onready var status = (%Status as Status)
@onready var skill = (%Skill as Skill)
@onready var move = (%Move as Move)
@onready var combo = (%Combo as Combo)
var active_core_action_list = [
"free_attack_heavy","free_attack_light","free_jump","free_interact",
"lock_attack_heavy","lock_attack_light","lock_jump","lock_interact",
]
func _ready():
# test
for i in range(8):
status.core_active_list.append(null)
set_active_core(0,load("res://config/core/free01.tres"))
func _process(delta):
pass
func set_active_core(index:int,core:CoreCfg):
match core.type:
Enum.ECoreType.Free:pass
Enum.ECoreType.Lock:index+=4
Enum.ECoreType.Passive:return
if index<0 or index>=8:
return
var core_pre = status.core_active_list[index]
if core_pre:
on_remove_active_core(index,core_pre)
status.core_active_list[index] = core
on_add_active_core(index,core)
status.emit_status("core_active_list")
func on_add_active_core(index:int,core:CoreCfg):
for skill in core.skill_list:
var action = active_core_action_list[index]
combo.add_skill(action,skill)
func on_remove_active_core(index:int,core:CoreCfg):
for skill in core.skill_list:
var action = active_core_action_list[index]
combo.remove_skill(action,skill)
func add_passive_core(core:CoreCfg):
match core.type:
Enum.ECoreType.Free:return
Enum.ECoreType.Lock:return
status.core_passive_list.append(core)
status.emit_status("core_passive_list")
func remove_passive_core(core:CoreCfg):
match core.type:
Enum.ECoreType.Free:return
Enum.ECoreType.Lock:return
status.core_passive_list.filter(func(c):return c!=core)
status.emit_status("core_passive_list")