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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 { get; set; }
private InventoryMenu InventoryMenu { get; set; }
private ConsumableItem ActivationItem { get; set; } = null;
private ConsumableItem DropItem { get; set; } = 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(ConsumableItem item)
{
ActivationItem = item;
}
private void OnItemDrop(ConsumableItem item)
{
DropItem = item;
}
}
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