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 | |
| parent | eacdd15612c70ff86f3446982c46a09272249936 (diff) | |
ME ELIMINE AAAAAAAAAAAAAAAAAAAAAAAAAAAA
Diffstat (limited to 'scripts/InputHandling')
| -rw-r--r-- | scripts/InputHandling/InputHandler.cs | 30 | ||||
| -rw-r--r-- | scripts/InputHandling/InspectInputHandler.cs | 16 | ||||
| -rw-r--r-- | scripts/InputHandling/InventoryInputHandler.cs | 36 |
3 files changed, 41 insertions, 41 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(); } } diff --git a/scripts/InputHandling/InspectInputHandler.cs b/scripts/InputHandling/InspectInputHandler.cs index 90734f9..6e13c2f 100644 --- a/scripts/InputHandling/InspectInputHandler.cs +++ b/scripts/InputHandling/InspectInputHandler.cs @@ -10,7 +10,7 @@ namespace TheLegendOfGustav.InputHandling; /// </summary> public partial class InspectInputHandler : BaseInputHandler { - private static readonly PackedScene InspectorScene = GD.Load<PackedScene>("res://scenes/Inspector.tscn"); + private static readonly PackedScene inspectorScene = GD.Load<PackedScene>("res://scenes/Inspector.tscn"); private static readonly Godot.Collections.Dictionary<string, Vector2I> directions = new() { @@ -28,23 +28,23 @@ public partial class InspectInputHandler : BaseInputHandler /// Preciso disso /// </summary> [Export] - private Map.Map Map { get; set; } + private Map.Map map; - private Inspector Inspector { get; set; } + private Inspector inspector; public override void Enter() { SignalBus.Instance.EmitSignal(SignalBus.SignalName.EnterInspectionMode); - Inspector = InspectorScene.Instantiate<Inspector>(); + inspector = inspectorScene.Instantiate<Inspector>(); - Inspector.GridPosition = Map.MapData.Player.GridPosition; + inspector.GridPosition = map.MapData.Player.GridPosition; - Map.AddChild(Inspector); + map.AddChild(inspector); } public override void Exit() { - Inspector.QueueFree(); + inspector.QueueFree(); SignalBus.Instance.EmitSignal(SignalBus.SignalName.ExitInspectionMode); } @@ -56,7 +56,7 @@ public partial class InspectInputHandler : BaseInputHandler { if (Input.IsActionJustPressed(direction.Key)) { - Inspector.Walk(direction.Value); + inspector.Walk(direction.Value); } } diff --git a/scripts/InputHandling/InventoryInputHandler.cs b/scripts/InputHandling/InventoryInputHandler.cs index 390e545..1eb7f3a 100644 --- a/scripts/InputHandling/InventoryInputHandler.cs +++ b/scripts/InputHandling/InventoryInputHandler.cs @@ -12,41 +12,41 @@ public partial class InventoryInputHandler : BaseInputHandler [Export] - private Map.Map Map { get; set; } + private Map.Map map; - private InventoryMenu InventoryMenu { get; set; } - private ConsumableItem ActivationItem { get; set; } = null; - private ConsumableItem DropItem { get; set; } = null; + private InventoryMenu inventoryMenu; + private ConsumableItem activationItem = null; + private ConsumableItem dropItem = null; public override void Enter() { - InventoryMenu = inventoryScene.Instantiate<InventoryMenu>(); - Map.MapData.Player.AddChild(InventoryMenu); - InventoryMenu.Initialize(Map.MapData.Player.Inventory); - InventoryMenu.ItemSelected += OnItemActivate; - InventoryMenu.ItemDrop += OnItemDrop; + inventoryMenu = inventoryScene.Instantiate<InventoryMenu>(); + map.MapData.Player.AddChild(inventoryMenu); + inventoryMenu.Initialize(map.MapData.Player.Inventory); + inventoryMenu.ItemSelected += OnItemActivate; + inventoryMenu.ItemDrop += OnItemDrop; } public override void Exit() { - ActivationItem = null; - DropItem = null; - InventoryMenu.QueueFree(); + activationItem = null; + dropItem = null; + inventoryMenu.QueueFree(); } public override Action GetAction(Player player) { Action action = null; - if (ActivationItem != null) + if (activationItem != null) { - action = new ItemAction(player, ActivationItem); + action = new ItemAction(player, activationItem); Close(); } - if (DropItem != null) + if (dropItem != null) { - action = new DropAction(player, DropItem); + action = new DropAction(player, dropItem); Close(); } @@ -65,11 +65,11 @@ public partial class InventoryInputHandler : BaseInputHandler private void OnItemActivate(ConsumableItem item) { - ActivationItem = item; + activationItem = item; } private void OnItemDrop(ConsumableItem item) { - DropItem = item; + dropItem = item; } }
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