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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);
}
}
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