diff options
| author | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-09 19:09:34 -0300 |
|---|---|---|
| committer | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-09 19:09:34 -0300 |
| commit | c6bbb834f7758027c0df338f1520f34fad3befea (patch) | |
| tree | 1818cd23c24be16fbe19b16dd0a510874d440d83 /scripts/entities/actors/Inspector.cs | |
| parent | f1b51bed52ffbd90b5b7cc8dcfc6f0484bbbeb3c (diff) | |
Organização
Diffstat (limited to 'scripts/entities/actors/Inspector.cs')
| -rw-r--r-- | scripts/entities/actors/Inspector.cs | 40 |
1 files changed, 0 insertions, 40 deletions
diff --git a/scripts/entities/actors/Inspector.cs b/scripts/entities/actors/Inspector.cs deleted file mode 100644 index e340543..0000000 --- a/scripts/entities/actors/Inspector.cs +++ /dev/null @@ -1,40 +0,0 @@ -using Godot; - -/// <summary> -/// Isto é uma abominação -/// </summary> -public partial class Inspector : Sprite2D -{ - private Vector2I gridPosition = Vector2I.Zero; - /// <summary> - /// Posição do inspetor no espaço. Diferentemente de Position, GridPosition tem como formato - /// os tiles do mapa. - /// </summary> - public Vector2I GridPosition { - set { - gridPosition = value; - // O sistema de coordenadas do Godot é em pixels, mas faz mais sentido para o jogo utilizar coordenadas em tiles. - // Esta propriedade converte um sistema para o outro automaticamente. - Position = Grid.GridToWorld(value); - } - get => gridPosition; - } - - public override void _Ready() { - base._Ready(); - Camera2D camera = GetNode<Camera2D>("Camera2D"); - camera.Enabled = true; - camera.MakeCurrent(); - - SignalBus.Instance.EmitSignal(SignalBus.SignalName.InspectorMoved, GridPosition); - } - - /// <summary> - /// O Inspetor não faz parte do mapa. - /// </summary> - /// <param name="offset"></param> - public void Walk(Vector2I offset) { - GridPosition += offset; - SignalBus.Instance.EmitSignal(SignalBus.SignalName.InspectorMoved, GridPosition); - } -}
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