cirnogodot/Scripts/Components/Actors/KeyboardInputProvider.cs

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using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class KeyboardInputProvider : InputProvider
{
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[ExportCategory("Movement")]
[Export]
public string LeftAxisName { get; private set; } = "left";
[Export]
public string RightAxisName { get; private set; } = "right";
[Export]
public string UpAxisName { get; private set; } = "up";
[Export]
public string DownAxisName { get; private set; } = "down";
[ExportCategory("Aiming")]
[Export]
public string LeftAimName { get; private set; } = "aim_left";
[Export]
public string RightAimName { get; private set; } = "aim_right";
[Export]
public string UpAimName { get; private set; } = "aim_up";
[Export]
public string DownAimName { get; private set; } = "aim_down";
[ExportCategory("Action Names")]
[Export] private string _shootActionName = "shoot";
[Export] private string _useActionName = "Use";
[Export] private string _strafeActionName = "strafe";
[Export] private string _nextWeaponActionName = "next_weapon";
[Export] private string _previousWeaponActionName = "previous_weapon";
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public override Vector2 GetMovementInput()
{
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return Input.GetVector(LeftAxisName, RightAxisName, UpAxisName, DownAxisName);
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}
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public override Vector2 GetAimInput()
{
return GetRightStickInput();
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}
private Vector2 GetRightStickInput()
{
return new Vector2(
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Input.GetAxis(LeftAimName,RightAimName),
Input.GetAxis(UpAimName, DownAimName)
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);
}
public override bool GetActionJustPressed(string action)
{
return Input.IsActionJustPressed(action);
}
public override bool GetActionPressed(string action)
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{
return Input.IsActionPressed(action);
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}
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public override bool GetShootPressed()
{
return GetActionPressed(_shootActionName);
}
public override bool GetUseJustPressed()
{
return GetActionJustPressed(_useActionName);
}
public override bool GetStrafePressed()
{
return GetActionPressed(_strafeActionName);
}
public override bool GetWeaponNextJustPressed()
{
return GetActionJustPressed(_nextWeaponActionName);
}
public override bool GetWeaponPreviousJustPressed()
{
return GetActionJustPressed(_previousWeaponActionName);
}
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}