blob: fef0df0e496d7365d2ac34da5c2f42c6f466d9b7 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
|
using Godot;
using TheLegendOfGustav.GUI;
using TheLegendOfGustav.Entities.Actors;
using TheLegendOfGustav.Entities.Items;
using TheLegendOfGustav.Entities.Actions;
namespace TheLegendOfGustav.InputHandling;
public partial class InventoryInputHandler : BaseInputHandler
{
private static readonly PackedScene inventoryScene = GD.Load<PackedScene>("res://scenes/GUI/invetory_menu.tscn");
[Export]
private Map.Map map;
private InventoryMenu inventoryMenu;
private Item activationItem = null;
private Item 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;
}
public override void Exit()
{
activationItem = null;
dropItem = null;
inventoryMenu.QueueFree();
}
public override Action GetAction(Player player)
{
Action action = null;
if (activationItem != null)
{
action = new ItemAction(player, activationItem);
Close();
}
if (dropItem != null)
{
action = new DropAction(player, dropItem);
Close();
}
if (Input.IsActionJustPressed("quit"))
{
Close();
}
return action;
}
private void Close()
{
GetParent<InputHandler>().SetInputHandler(InputHandlers.MainGame);
}
private void OnItemActivate(Item item)
{
activationItem = item;
}
private void OnItemDrop(Item item)
{
dropItem = item;
}
}
|