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-rw-r--r--scripts/InputHandling/PickupInputHandler.cs50
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diff --git a/scripts/InputHandling/PickupInputHandler.cs b/scripts/InputHandling/PickupInputHandler.cs
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+using Godot;
+using TheLegendOfGustav.Entities.Actions;
+using TheLegendOfGustav.Entities.Actors;
+
+namespace TheLegendOfGustav.InputHandling;
+
+/// <summary>
+/// Esquema de controles para pegar um item.
+/// </summary>
+public partial class PickupInputHandler : 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},
+ {"skip-turn", Vector2I.Zero}
+ };
+
+ public override Action GetAction(Player player)
+ {
+ Action action = null;
+
+ foreach (var direction in directions)
+ {
+ if (Input.IsActionJustPressed(direction.Key))
+ {
+ action = new PickupAction(player, direction.Value);
+ Quit();
+ }
+ }
+
+ if (Input.IsActionJustPressed("quit"))
+ {
+ Quit();
+ }
+
+ return action;
+ }
+
+ private void Quit()
+ {
+ GetParent<InputHandler>().SetInputHandler(InputHandlers.MainGame);
+ }
+}