More inventory menu improvements

This commit is contained in:
2024-09-13 16:43:10 -07:00
parent f0e75703f6
commit 1d7d70e033
41 changed files with 995 additions and 275 deletions

View File

@@ -17,6 +17,10 @@ namespace GameJamDungeon
public float GetLeftStrafeInputVector();
public float GetRightStrafeInputVector();
event Player.InventoryButtonPressedEventHandler InventoryButtonPressed;
event Player.MinimapButtonHeldEventHandler MinimapButtonHeld;
event Player.PauseButtonPressedEventHandler PauseButtonPressed;
}
[Meta(typeof(IAutoNode))]
@@ -35,6 +39,13 @@ namespace GameJamDungeon
[Dependency]
public ISaveChunk<GameData> GameChunk => this.DependOn<ISaveChunk<GameData>>();
[Signal]
public delegate void InventoryButtonPressedEventHandler();
[Signal]
public delegate void MinimapButtonHeldEventHandler();
[Signal]
public delegate void PauseButtonPressedEventHandler();
[Export]
public PlayerStatResource PlayerStatResource { get; set; } = default!;
@@ -135,6 +146,24 @@ namespace GameJamDungeon
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed(GameInputs.Inventory))
{
GD.Print("Inventory button pressed");
EmitSignal(SignalName.InventoryButtonPressed);
}
if (@event.IsActionPressed(GameInputs.MiniMap))
{
GD.Print("MiniMap button pressed");
EmitSignal(SignalName.MinimapButtonHeld);
}
if (@event.IsActionPressed(GameInputs.Pause))
{
GD.Print("Pause button pressed");
EmitSignal(SignalName.PauseButtonPressed);
}
if (@event.IsActionPressed(GameInputs.Attack))
PlayerLogic.Input(new PlayerLogic.Input.Attack());