FSM Player input

This commit is contained in:
MaddoScientisto 2025-02-28 22:49:55 +01:00
commit cc0d698bb5
7 changed files with 180 additions and 106 deletions

View file

@ -4,9 +4,36 @@ namespace Cirno.Scripts.Components.Actors;
public partial class KeyboardInputProvider : InputProvider
{
[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";
public override Vector2 GetMovementInput()
{
return Input.GetVector("left", "right", "up", "down");
return Input.GetVector(LeftAxisName, RightAxisName, UpAxisName, DownAxisName);
}
public override Vector2 GetAimInput()
@ -17,8 +44,8 @@ public partial class KeyboardInputProvider : InputProvider
private Vector2 GetRightStickInput()
{
return new Vector2(
Input.GetAxis("aim_left","aim_right"),
Input.GetAxis("aim_up", "aim_down")
Input.GetAxis(LeftAimName,RightAimName),
Input.GetAxis(UpAimName, DownAimName)
);
}
@ -31,4 +58,30 @@ public partial class KeyboardInputProvider : InputProvider
{
return Input.IsActionPressed(action);
}
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);
}
}