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134 lines
3.9 KiB
GDScript

extends Node3D
class_name Combo
@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)
class InputData:
var action:String
var alive_time:float
var skill_map = {} #input -> skill[]
var input_list = [] #指令缓存
func _ready():
# test
add_weapon(load("res://config/weapon/long.tres"))
add_weapon(load("res://config/weapon/short.tres"))
add_weapon(load("res://config/weapon/fist.tres"))
add_weapon(load("res://config/weapon/chain.tres"))
func _process(delta):
update_input_alive(delta)
update_break()
update_move()
func update_input_alive(delta):
var input_list_new = []
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:
match break_level:
Enum.EBreakLevel.None: pass
Enum.EBreakLevel.Cancel: update_break_cancel()
Enum.EBreakLevel.Jump: update_break_jump()
Enum.EBreakLevel.Break: update_break_break()
Enum.EBreakLevel.Walk: update_break_walk()
func update_break_cancel():
update_break_by_level(Enum.EBreakLevel.Cancel)
func update_break_jump():
for i in range(0,len(input_list)):
var input = input_list[i]
if input.action == "jump" and not status.is_jumped:
refresh_input(i)
skill.cancel_skill()
move.jump()
return
func update_break_break():
update_break_by_level(Enum.EBreakLevel.Break)
func update_break_walk():
if status.is_skill_running and status.input_dir.length() > 0:
refresh_input(len(input_list))
skill.cancel_skill()
func update_break_by_level(break_level:Enum.EBreakLevel):
for i in range(0,len(input_list)):
var input = input_list[i]
if not input.action in skill_map:
continue
for skill_cfg in skill_map[input.action]:
var skill_player_weapon_cfg = skill_cfg as SkillPlayerCfg
if skill_player_weapon_cfg.break_level != break_level:
continue
var stance_from = skill_player_weapon_cfg.stance_from
if stance_from != status.stance and stance_from != Enum.EStance.Any:
continue
if skill_player_weapon_cfg.weapon:
if skill_player_weapon_cfg.weapon != status.weapon_list[status.weapon_index]:
continue
skill.cast_skill(skill_cfg,status.input_dir)
status.stance = skill_player_weapon_cfg.stance_to
refresh_input(i)
return
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:
status.stance = Enum.EStance.Idle if status.is_on_floor else Enum.EStance.AirIdle
status.break_level = Enum.EBreakLevel.Walk
func add_input_action(action:String):
var new_input = InputData.new()
new_input.action = action
new_input.alive_time = Setting.input_alive_time
input_list.append(new_input)
func add_skill(action:String,skillCfg:SkillPlayerCfg):
if not action in skill_map:
skill_map[action] = []
skill_map[action].append(skillCfg)
func remove_skill(action:String,skillCfg:SkillPlayerCfg):
if not action in skill_map:
return
skill_map[action].filter(func(cfg): return cfg != skillCfg)
func add_weapon(weapon:WeaponCfg):
status.weapon_list.append(weapon)
for skill_player_weapon_res in Util.get_skill_player_weapon_by_weapon(weapon):
var skill_player_weapon = skill_player_weapon_res as SkillPlayerCfg
add_skill(skill_player_weapon.action,skill_player_weapon_res)
status.emit_status("weapon_list")
status.set_status("weapon_index",0)
func weapon_index_change(dir:int):
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)