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67 lines
1.9 KiB
GDScript
67 lines
1.9 KiB
GDScript
extends Node3D
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class_name PlayerInput
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@onready var status = (%Status as Status)
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@onready var combo = (%Combo as Combo)
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@onready var action = (%PlayerAction as PlayerAction)
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var action_map = {}
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var switch_action_list = ["attack_heavy","attack_light","jump","interact"]
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var skill_action_list = ["skill1","skill2","skill3","skill4"]
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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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func on_input_action_pressed(action_name:String):
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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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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)
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func on_input_action_released(action_name:String):
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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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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,false)
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if Global.is_control_pause:
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return
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action.check_action(action_name,false)
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func on_input_action_move(input_dir):
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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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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 not status.is_switch:
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return action_name
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if status.target:
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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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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 = skill_action_list.find(action_name)
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action_name = switch_action_list[index]
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if status.target:
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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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