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using Godot;
/// <summary>
/// TODO: Esta solução é nojenta e precisa ser retrabalhada.
/// </summary>
public partial class InspectInputHandler : 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},
};
/// <summary>
/// Preciso disso
/// </summary>
[Export]
private Map map;
private Inspector inspector;
public override void Enter() {
inspector = new(map.Map_Data.Player.GridPosition)
{
ZIndex = 4
};
// Copiamos a câmera do jogador com todas as suas configurações
Camera2D camera = (Camera2D) map.Map_Data.Player.GetNode<Camera2D>("Camera2D").Duplicate();
inspector.AddChild(camera);
map.AddChild(inspector);
camera.Enabled = true;
camera.MakeCurrent();
}
public override void Exit() {
inspector.QueueFree();
}
public override Action GetAction(Player player)
{
Action action = null;
foreach (var direction in directions) {
if (Input.IsActionJustPressed(direction.Key)) {
inspector.Walk(direction.Value);
}
}
if (Input.IsActionJustPressed("quit")) {
GetParent<InputHandler>().SetInputHandler(InputHandlers.MainGame);
}
return action;
}
}
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