diff options
| author | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-18 12:06:59 -0300 |
|---|---|---|
| committer | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-18 12:06:59 -0300 |
| commit | 5146895cf537dd69867da612abed5b4abaf805cd (patch) | |
| tree | 70212352a07922b58db99ba2564f76ca072af200 /scripts/InputHandling/InputHandler.cs | |
| parent | eacdd15612c70ff86f3446982c46a09272249936 (diff) | |
ME ELIMINE AAAAAAAAAAAAAAAAAAAAAAAAAAAA
Diffstat (limited to 'scripts/InputHandling/InputHandler.cs')
| -rw-r--r-- | scripts/InputHandling/InputHandler.cs | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/scripts/InputHandling/InputHandler.cs b/scripts/InputHandling/InputHandler.cs index 3c39587..e230a01 100644 --- a/scripts/InputHandling/InputHandler.cs +++ b/scripts/InputHandling/InputHandler.cs @@ -23,38 +23,38 @@ public enum InputHandlers public partial class InputHandler : Node { [Export] - private InputHandlers StartingInputHandler { get; set; } + private InputHandlers startingInputHandler; - private Godot.Collections.Dictionary<InputHandlers, BaseInputHandler> InputHandlerDict { get; set; } = []; + private Godot.Collections.Dictionary<InputHandlers, BaseInputHandler> inputHandlerDict = []; - private BaseInputHandler SelectedInputHandler { get; set; } + private BaseInputHandler selectedInputHandler; public override void _Ready() { base._Ready(); // Controles para quando o jogador está vivo e jogando normalmente. - InputHandlerDict.Add(InputHandlers.MainGame, GetNode<MainGameInputHandler>("MainGameInputHandler")); + inputHandlerDict.Add(InputHandlers.MainGame, GetNode<MainGameInputHandler>("MainGameInputHandler")); // Controles para quando o jogador está morto. - InputHandlerDict.Add(InputHandlers.GameOver, GetNode<GameOverInputHandler>("GameOverInputHandler")); + inputHandlerDict.Add(InputHandlers.GameOver, GetNode<GameOverInputHandler>("GameOverInputHandler")); // Controles para observar o cenário - InputHandlerDict.Add(InputHandlers.Inspect, GetNode<InspectInputHandler>("InspectInputHandler")); + inputHandlerDict.Add(InputHandlers.Inspect, GetNode<InspectInputHandler>("InspectInputHandler")); // Controles para pegar um item do chão. - InputHandlerDict.Add(InputHandlers.Pickup, GetNode<PickupInputHandler>("PickupInputHandler")); + inputHandlerDict.Add(InputHandlers.Pickup, GetNode<PickupInputHandler>("PickupInputHandler")); // Controles para quando o inventário for aberto. - InputHandlerDict.Add(InputHandlers.Inventory, GetNode<InventoryInputHandler>("InventoryInputHandler")); + inputHandlerDict.Add(InputHandlers.Inventory, GetNode<InventoryInputHandler>("InventoryInputHandler")); // Controles para quando o jogador precisar escolher um alvo de feitiço. - InputHandlerDict.Add(InputHandlers.CastSpell, GetNode<CastSpellInputHandler>("CastSpellInputHandler")); + inputHandlerDict.Add(InputHandlers.CastSpell, GetNode<CastSpellInputHandler>("CastSpellInputHandler")); // Controles para quando o menu de feitiços for aberto. - InputHandlerDict.Add(InputHandlers.SpellMenu, GetNode<SpellMenuInputHandler>("SpellMenuInputHandler")); + inputHandlerDict.Add(InputHandlers.SpellMenu, GetNode<SpellMenuInputHandler>("SpellMenuInputHandler")); - SetInputHandler(StartingInputHandler); + SetInputHandler(startingInputHandler); SignalBus.Instance.CommandInputHandler += SetInputHandler; } public Action GetAction(Player player) { - return SelectedInputHandler.GetAction(player); + return selectedInputHandler.GetAction(player); } public override void _Notification(int what) @@ -73,8 +73,8 @@ public partial class InputHandler : Node /// <param name="inputhandler">Estado do jogo.</param> public void SetInputHandler(InputHandlers inputhandler) { - SelectedInputHandler?.Exit(); - SelectedInputHandler = InputHandlerDict[inputhandler]; - SelectedInputHandler.Enter(); + selectedInputHandler?.Exit(); + selectedInputHandler = inputHandlerDict[inputhandler]; + selectedInputHandler.Enter(); } } |
