cirnogodot/Scripts/Components/Actors/KeyboardInputProvider.cs
2025-03-02 11:58:46 +01:00

109 lines
No EOL
3.1 KiB
C#

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