Add Resume/Exit buttons to pause menu, handle logic for returning to main menu and starting a new game

This commit is contained in:
2025-12-05 20:05:28 -08:00
parent 678916be89
commit 5b9de11e5a
17 changed files with 354 additions and 239 deletions

View File

@@ -100,7 +100,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
SfxDatabase.Instance.Play(SoundEffect.MoveUI);
}
public override void _Input(InputEvent @event)
public override void _UnhandledInput(InputEvent @event)
{
if (!Visible)
return;
@@ -108,12 +108,6 @@ public partial class InventoryMenu : Control, IInventoryMenu
if ((!Input.IsActionJustPressed(GameInputs.UiUp) && Input.IsActionPressed(GameInputs.UiUp)) || (!Input.IsActionJustPressed(GameInputs.UiDown) && Input.IsActionPressed(GameInputs.UiDown)))
AcceptEvent();
if (Input.IsActionJustPressed(GameInputs.Inventory) && !(UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus()))
{
SfxDatabase.Instance.Play(SoundEffect.CancelUI);
AcceptEvent();
_gameRepo.CloseInventory();
}
if (Input.IsActionJustPressed(GameInputs.UiCancel) && (UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus()))
{
SfxDatabase.Instance.Play(SoundEffect.CancelUI);
@@ -153,6 +147,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
}
else
{
SfxDatabase.Instance.Play(SoundEffect.CancelUI);
_enableMenuSound = false;
}
}