cirnogodot/Scripts/Components/Actors/KeyboardInputProvider.cs
2025-04-26 11:24:20 +02:00

178 lines
No EOL
5 KiB
C#

using System;
using System.Threading.Tasks;
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";
[Export] private StringName _freezeActionName = "Freeze";
private enum AimInputMethod { RightStick, Mouse }
private AimInputMethod _lastUsedInput = AimInputMethod.RightStick;
public override void _Ready()
{
CallDeferred(MethodName.DelayedRegisterGameManager);
}
private void DelayedRegisterGameManager()
{
GameManager.Instance.GameStateChange += InstanceOnGameStateChange;
_enabled = true;
}
private bool _enabled = false;
private void InstanceOnGameStateChange(GameState state)
{
if (state is not GameState.Playing) return;
_enabled = false;
_ = DelayResume();
}
private async Task DelayResume()
{
//await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
await Task.Delay(200);
_enabled = true;
}
public override Vector2 GetMovementInput()
{
return Input.GetVector(LeftAxisName, RightAxisName, UpAxisName, DownAxisName);
}
public override Vector2 GetAimInput()
{
Vector2 rightStickInput = GetRightStickInput();
Vector2 mouseInput = GetMouseAimInput();
// Determine which input method to use
if (rightStickInput != Vector2.Zero)
{
_lastUsedInput = AimInputMethod.RightStick;
}
else if (mouseInput != Vector2.Zero)
{
_lastUsedInput = AimInputMethod.Mouse;
}
return _lastUsedInput == AimInputMethod.RightStick ? rightStickInput : mouseInput;
}
private Vector2 GetRightStickInput()
{
return new Vector2(
Input.GetAxis(LeftAimName,RightAimName),
Input.GetAxis(UpAimName, DownAimName)
);
}
private Vector2 GetMouseAimInput()
{
//Camera2D camera = GetViewport().GetCamera2D();
//if (camera == null) return Vector2.Zero; // Ensure there's a valid camera
//Vector2 mouseScreenPos = GetViewport().get_local_mouse_position();
Vector2 mouseWorldPos = this.GetGlobalMousePosition();
return mouseWorldPos - this.GlobalPosition; // Get direction vector
}
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 _enabled && 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);
}
public override bool GetFreezeJustPressed()
{
return GetActionJustPressed(_freezeActionName);
}
public override bool GetFreezePressed()
{
return GetActionPressed(_freezeActionName);
}
}