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using Godot;
public partial class InventoryInputHandler : BaseInputHandler
{
private static readonly PackedScene inventoryScene = GD.Load<PackedScene>("res://scenes/GUI/invetory_menu.tscn");
private InventoryMenu inventoryMenu;
ConsumableItem activationItem = null;
ConsumableItem dropItem = null;
[Export]
private Map map;
public override void Enter() {
inventoryMenu = inventoryScene.Instantiate<InventoryMenu>();
map.Map_Data.Player.AddChild(inventoryMenu);
inventoryMenu.Initialize(map.Map_Data.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 ActivateItem() {
}
private void OnItemActivate(ConsumableItem item) {
activationItem = item;
}
private void OnItemDrop(ConsumableItem item) {
dropItem = item;
}
}
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