Inventory close and open by button

This commit is contained in:
Marco 2025-03-01 20:50:47 +01:00
commit 80a13d047d
11 changed files with 165 additions and 53 deletions

View file

@ -41,6 +41,9 @@ public partial class GameManager : Node2D
//public AlarmManager AlarmManager => _alarmManager;
[Export]
public string PauseActionName { get; private set; } = "pause";
private Node2D _bulletsContainer;
public Node2D BulletsContainer => _bulletsContainer;
@ -49,6 +52,8 @@ public partial class GameManager : Node2D
[Signal]
public delegate void PlayerRespawnedEventHandler();
public Vector2 LastCheckpointPosition { get; set; }
// Called when the node enters the scene tree for the first time.
public override void _Ready()
@ -104,20 +109,17 @@ public partial class GameManager : Node2D
{
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (GameState is GameState.Playing && Input.IsActionJustPressed("pause"))
if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName))
{
TogglePause();
Unpause();
}
}
private void DelayPlayerSpawn()
{
//await Task.Delay(500);
if (SpawnMarkers.Any())
{
SpawnPlayer();
@ -244,17 +246,17 @@ public partial class GameManager : Node2D
AddChild(_bulletsContainer);
}
public void TogglePause()
{
if (GameState == GameState.Paused)
{
Unpause();
}
else if (GameState == GameState.Playing)
{
Pause();
}
}
// public void TogglePause()
// {
// if (GameState == GameState.Paused)
// {
// Unpause();
// }
// else if (GameState == GameState.Playing)
// {
// Pause();
// }
// }
public void Pause()
{
@ -268,7 +270,8 @@ public partial class GameManager : Node2D
{
if (GameState == GameState.Paused)
{
ChangeState(GameState.Playing);
CallDeferred(MethodName.ChangeState, (int)GameState.Playing);
//ChangeState(GameState.Playing);
}
}
@ -290,22 +293,19 @@ public partial class GameManager : Node2D
{
if (state == GameState) return;
GameState = state;
EmitSignal(nameof(GameStateChange), (int)GameState);
EmitSignal(SignalName.GameStateChange, (int)state);
GD.Print($"Game state changed to {state}");
switch (state)
{
case GameState.Menu:
GetTree().SetPause(false);
break;
case GameState.Paused:
case GameState.Dialogue:
case GameState.Inventory:
GetTree().SetPause(true);
break;
case GameState.Playing:
GetTree().SetPause(false);
break;
case GameState.Controlling:
case GameState.Menu:
GetTree().SetPause(false);
break;
}
@ -327,5 +327,6 @@ public enum GameState
Paused,
Playing,
Dialogue,
Controlling
Controlling,
Inventory
}