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using Godot;
using TheLegendOfGustav.Entities.Actions;
using TheLegendOfGustav.Entities.Actors;
namespace TheLegendOfGustav.InputHandling;
/// <summary>
/// Esquema de controles principal do jogo.
/// </summary>
public partial class MainGameInputHandler : BaseInputHandler
{
private static 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},
};
public override Action GetAction(Player player)
{
Action action = null;
foreach (var direction in directions)
{
if (Input.IsActionJustPressed(direction.Key))
{
action = new BumpAction(player, direction.Value);
}
}
if (Input.IsActionJustPressed("open-inventory"))
{
GetParent<InputHandler>().SetInputHandler(InputHandlers.Inventory);
}
if (Input.IsActionJustPressed("pick-item"))
{
GetParent<InputHandler>().SetInputHandler(InputHandlers.Pickup);
}
if (Input.IsActionJustPressed("inspect"))
{
GetParent<InputHandler>().SetInputHandler(InputHandlers.Inspect);
}
if (Input.IsActionJustPressed("skip-turn"))
{
action = new WaitAction(player);
}
return action;
}
}
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