using Godot;
///
/// Esquema de controles para pegar um item.
///
public partial class PickupInputHandler : BaseInputHandler {
private readonly Godot.Collections.Dictionary 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;
if (player.IsAlive) {
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().SetInputHandler(InputHandlers.MainGame);
}
}