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using Godot;
using TheLegendOfGustav.Entities.Actions;
using TheLegendOfGustav.Entities.Actors;
using TheLegendOfGustav.GUI;
using TheLegendOfGustav.Magic;
using TheLegendOfGustav.Utils;
namespace TheLegendOfGustav.InputHandling;
public partial class SpellMenuInputHandler : BaseInputHandler
{
private static readonly PackedScene spellMenuScene = GD.Load<PackedScene>("res://scenes/GUI/spellbook_menu.tscn");
[Export]
private Map.Map map;
private SpellBookMenu spellBookMenu;
private SpellResource spellCast = null;
public override void Enter()
{
spellBookMenu = spellMenuScene.Instantiate<SpellBookMenu>();
map.MapData.Player.AddChild(spellBookMenu);
spellBookMenu.Initialize(map.MapData.Player.SpellBook);
spellBookMenu.SpellSelected += OnSpellCast;
}
public override void Exit()
{
spellCast = null;
spellBookMenu.QueueFree();
}
public override Action GetAction(Player player)
{
Action action = null;
if (spellCast != null)
{
if (spellCast.Type == SpellType.Ranged)
{
SignalBus.Instance.EmitSignal(SignalBus.SignalName.PlayerSpellChooseLocation, spellCast);
GetParent<InputHandler>().SetInputHandler(InputHandlers.CastSpell);
return action;
}
action = new SpellAction(player, Vector2I.Zero, spellCast);
Close();
return action;
}
if (Input.IsActionJustPressed("quit"))
{
Close();
}
return action;
}
private void Close()
{
GetParent<InputHandler>().SetInputHandler(InputHandlers.MainGame);
}
private void OnSpellCast(SpellResource spell)
{
spellCast = spell;
}
}
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