예제 #1
0
 public override void _UnhandledKeyInput(InputEventKey @event)
 {
     if (@event.IsActionPressed("Inventory"))
     {
         HandleInventory();
     }
     else if (@event.IsActionPressed("Back"))
     {
         HandleBack();
     }
 }
예제 #2
0
 public override void _UnhandledKeyInput(InputEventKey @event)
 {
     if (@event.IsActionPressed("ui_do_less"))
     {
         OnButtonPressed();
     }
 }
예제 #3
0
 public override void _UnhandledKeyInput(InputEventKey @event)
 {
     if (@event.IsActionPressed("main_save"))
     {
         GetNode <EditorControls>("..").SaveDiagram();
     }
 }
예제 #4
0
 public override void _UnhandledKeyInput(InputEventKey @event)
 {
     if (@event.IsActionPressed("ui_cancel", true))
     {
         OnCloseButtonPressed();
         return;
     }
 }
 public override void _UnhandledKeyInput(InputEventKey key)
 {
     if (Pressed && key.IsActionPressed("main_remove"))
     {
         OnItemSelected(0);
         Pressed = false;
         ReleaseFocus();
         GetPopup().Visible = false;
     }
 }
예제 #6
0
 public override void _UnhandledKeyInput(InputEventKey @event)
 {
     // I don't like iterating over every single possible action every time - surely there's a nicer way to do this?
     foreach (string mapping in ActionMapping.AllMappings)
     {
         if (@event.IsActionPressed(mapping, true) && _playerMappingQueue.Count < _queueSize)
         {
             _playerMappingQueue.Add(new InputAction(mapping));
             return;
         }
     }
 }
예제 #7
0
    /// <summary>
    /// Change the weapon of the current character on key pressed
    /// </summary>
    /// <param name="inputEvent">Key pressed by the user</param>
    public override void _Input(InputEvent inputEvent)
    {
        base._Input(inputEvent);

        if (inputEvent is InputEventKey && this.currentCharacter != null)
        {
            InputEventKey keyEvent = inputEvent as InputEventKey;

            if (keyEvent.IsActionPressed("rifle"))
            {
                currentCharacter.SelectedWeapon = Character.SelectableWeapon.Rifle;
            }
            else if (keyEvent.IsActionPressed("rocket_launcher"))
            {
                currentCharacter.SelectedWeapon = Character.SelectableWeapon.Bazooka;
            }
            else if (keyEvent.IsActionPressed("grenade"))
            {
                currentCharacter.SelectedWeapon = Character.SelectableWeapon.Grenade;
            }
        }
    }
예제 #8
0
 private void UsePotion(InputEventKey _keyboardInput)
 {
     if (_keyboardInput.IsActionPressed("ui_select"))
     {
         if (player.Inventory.IsItemInIventory(potion))
         {
             player.Stats.CurrentHealth += potion.GetRestoreAmount(player);
             player.Stats.CallForUpdateOfPlayerCurrentHP();
             player.Inventory.RemoveItem(potion);
         }
         else
         {
             console.PrintMessageToConsole("Player doesn't have any potions!");
         }
     }
 }
예제 #9
0
    private Vector2 GetKeyboardMoveToPosition(InputEventKey _keyboardInput)
    {
        // Returns a vector2 position which the player will move based upon directions pressed on keyboard.
        // The keyboard input will return a simple direction which will be added to the players current grid position

        Vector2 moveToPosition = new Vector2();

        // Cardnial Directions
        if (_keyboardInput.IsAction("ui_up"))
        {
            moveToPosition = player.GridPosition + new Vector2(0, -1);
        }
        if (_keyboardInput.IsAction("ui_down"))
        {
            moveToPosition = player.GridPosition + new Vector2(0, 1);
        }
        if (_keyboardInput.IsAction("ui_right"))
        {
            moveToPosition = player.GridPosition + new Vector2(1, 0);
        }
        if (_keyboardInput.IsAction("ui_left"))
        {
            moveToPosition = player.GridPosition + new Vector2(-1, 0);
        }

        // Diagnial Directions
        if (_keyboardInput.IsActionPressed("ui_up") && _keyboardInput.IsActionPressed("ui_right"))
        {
            moveToPosition = player.GridPosition + new Vector2(1, -1);
        }
        if (_keyboardInput.IsActionPressed("ui_up") && _keyboardInput.IsActionPressed("ui_left"))
        {
            moveToPosition = player.GridPosition + new Vector2(-1, -1);
        }
        if (_keyboardInput.IsActionPressed("ui_down") && _keyboardInput.IsActionPressed("ui_right"))
        {
            moveToPosition = player.GridPosition + new Vector2(1, 1);
        }
        if (_keyboardInput.IsActionPressed("ui_left") && _keyboardInput.IsActionPressed("ui_right"))
        {
            moveToPosition = player.GridPosition + new Vector2(-1, 1);
        }

        return(moveToPosition);
    }