56 lines
2.4 KiB
C#
56 lines
2.4 KiB
C#
using System;
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using Godot;
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namespace GodotspaceShooter.Scripts;
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public partial class InputManager : Node
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{
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private const string GAME_PAUSE = "Game_Pause";
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private const string PLAYER_MOVE_FORWARD = "Player_Move_Forward";
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private const string PLAYER_MOVE_BACKWARDS = "Player_Move_Backwards";
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private const string PLAYER_MOVE_LEFT = "Player_Move_Left";
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private const string PLAYER_MOVE_RIGHT = "Player_Move_Right";
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private const string PLAYER_FIRE = "Player_Fire";
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private Vector3 moveDirection;
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private Vector3 rotationDirection;
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public event EventHandler StartCountdown;
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public static InputManager Instance { get; private set; }
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public override void _Ready() => Instance = this;
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public override void _UnhandledInput(InputEvent @event) {
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//Countdown
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if (GameManager.Instance.Countdown && Input.IsAnythingPressed()) StartCountdown?.Invoke(this,EventArgs.Empty);
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//Pause
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if (Input.IsActionJustReleased(GAME_PAUSE)) GameManager.Instance.GamePaused = GameManager.Instance.GamePaused switch { true => false, false => true };
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if (GameManager.Instance.GamePaused || GameManager.Instance.Countdown) return;
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//Movement
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float moveVelocity = PlayerShip.Instance.MoveVelocity;
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float rotationVelocity = PlayerShip.Instance.RotationVelocity;
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moveDirection = Vector3.Zero;
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rotationDirection = Vector3.Zero;
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if (Input.IsActionPressed(PLAYER_MOVE_FORWARD)) moveDirection.Z = -moveVelocity;
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if (Input.IsActionJustPressed(PLAYER_MOVE_FORWARD)) rotationDirection.X = -rotationVelocity;
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if (Input.IsActionPressed(PLAYER_MOVE_BACKWARDS)) moveDirection.Z = +moveVelocity;
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if (Input.IsActionJustPressed(PLAYER_MOVE_BACKWARDS)) rotationDirection.X = +rotationVelocity;
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if (Input.IsActionPressed(PLAYER_MOVE_LEFT)) moveDirection.X = -moveVelocity;
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if (Input.IsActionJustPressed(PLAYER_MOVE_LEFT)) rotationDirection.Z = -rotationVelocity * 2;
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if (Input.IsActionPressed(PLAYER_MOVE_RIGHT)) moveDirection.X = moveVelocity;
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if (Input.IsActionJustPressed(PLAYER_MOVE_RIGHT)) rotationDirection.Z = +rotationVelocity * 2;
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if (Input.IsActionJustReleased(PLAYER_MOVE_LEFT) || Input.IsActionJustReleased(PLAYER_MOVE_RIGHT)) rotationDirection = Vector3.Zero;
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PlayerShip.Instance.MoveDirection = moveDirection;
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PlayerShip.Instance.RotationDirection = rotationDirection;
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//Shooting
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if (Input.IsActionJustPressed(PLAYER_FIRE)) PlayerShip.Instance.Shooting = true;
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// if (Input.IsActionJustReleased(PLAYER_FIRE)) PlayerShip.Instance.Shooting = false;
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}
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} |