diff options
| author | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-02 12:50:09 -0300 |
|---|---|---|
| committer | Matheus <matheus.guedes.mg.m@gmail.com> | 2025-09-02 12:50:09 -0300 |
| commit | 6842ccfd372601db6b5d3f678ab5ebf03ad2b206 (patch) | |
| tree | 572c89e5d266087f18c763bec3085dca3f29bdb6 /scripts/input/InspectInputHandler.cs | |
| parent | 4be033a60846cbdd290da27be44f270eba5a964d (diff) | |
Adicionado entidade Inspetor.
Diffstat (limited to 'scripts/input/InspectInputHandler.cs')
| -rw-r--r-- | scripts/input/InspectInputHandler.cs | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/scripts/input/InspectInputHandler.cs b/scripts/input/InspectInputHandler.cs new file mode 100644 index 0000000..60c10e4 --- /dev/null +++ b/scripts/input/InspectInputHandler.cs @@ -0,0 +1,59 @@ +using Godot; + +/// <summary> +/// TODO: Esta solução é nojenta e precisa ser retrabalhada. +/// </summary> +public partial class InspectInputHandler : BaseInputHandler +{ + private readonly Godot.Collections.Dictionary<string, Vector2I> directions = new() + { + {"walk-up", Vector2I.Up}, + {"walk-down", Vector2I.Down}, + {"walk-left", Vector2I.Left}, + {"walk-right", Vector2I.Right}, + {"walk-up-right", Vector2I.Up + Vector2I.Right}, + {"walk-up-left", Vector2I.Up + Vector2I.Left}, + {"walk-down-right", Vector2I.Down + Vector2I.Right}, + {"walk-down-left", Vector2I.Down + Vector2I.Left}, + }; + /// <summary> + /// Preciso disso + /// </summary> + [Export] + private Map map; + + private Inspector inspector; + + public override void Enter() { + inspector = new(map.Map_Data.Player.GridPosition) + { + ZIndex = 4 + }; + // Copiamos a câmera do jogador com todas as suas configurações + Camera2D camera = (Camera2D) map.Map_Data.Player.GetNode<Camera2D>("Camera2D").Duplicate(); + inspector.AddChild(camera); + + map.AddChild(inspector); + camera.Enabled = true; + camera.MakeCurrent(); + } + + public override void Exit() { + inspector.QueueFree(); + } + public override Action GetAction(Player player) + { + Action action = null; + foreach (var direction in directions) { + if (Input.IsActionJustPressed(direction.Key)) { + inspector.Walk(direction.Value); + } + } + + if (Input.IsActionJustPressed("quit")) { + GetParent<InputHandler>().SetInputHandler(InputHandlers.MainGame); + } + + return action; + } +}
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