Fix for immediately closing inventory

This commit is contained in:
MaddoScientisto 2025-12-30 15:27:37 +01:00
commit c11acda1df
4 changed files with 93 additions and 26 deletions

View file

@ -1,4 +1,5 @@
using Cirno.Scripts.Components.Actors;
using System.Threading.Tasks;
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Components.Actors._3D;
using Cirno.Scripts.Utils;
using Godot;
@ -62,7 +63,8 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
//_activationProvider.Enabled = true;
//_interactionController.Enabled = true;
_canOpenInventory = true;
_inventoryCooldown = 0;
}
public override void ExitState()
@ -74,11 +76,11 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
// _hitboxSpriteProvider.Hide();
//
DamageReceiver.Enabled = false;
_canOpenInventory = true;
// _activationProvider.Enabled = false;
// _interactionController.Enabled = false;
}
public override void PhysicsProcessState(double delta)
{
@ -87,36 +89,54 @@ public partial class Active : BaseState<PlayerState, CharacterBody3D>
// Process modules
base.PhysicsProcessState(delta);
}
public override void ProcessState(double delta)
{
base.ProcessState(delta);
HandleInputHotkeys();
HandleInputHotkeys(delta);
AnimationProvider.SetAnimationSpeed(new Vector2(MainObject.Velocity.X, MainObject.Velocity.Z));
AnimationProvider.SetAnimation(Storage.FacingDirection);
}
private bool _canOpenInventory = true;
private double _inventoryCooldown = 0;
private void HandleInputHotkeys()
private void HandleInputHotkeys(double delta)
{
if (_inputProvider.GetInventoryJustPressed())
if (_canOpenInventory && _inputProvider.GetInventoryJustPressed())
{
_canOpenInventory = false;
GameStateManager.SetState(GameState.Inventory);
return;
}
if (!_canOpenInventory)
{
_inventoryCooldown += delta;
if (_inventoryCooldown >= 0.2)
{
_canOpenInventory = true;
_inventoryCooldown = 0;
}
}
if (_inputProvider.GetPauseJustPressed())
{
GameStateManager.Instance.Pause();
//PauseDeferred();
return;
}
}
private void InventoryDeferred()
{
GameStateManager.SetState(GameState.Inventory);
}
private void PauseDeferred()
{
GameStateManager.Instance.Pause();