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MovementTests/systems/inputs/input_system.gd
Minimata 7c4e541446
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fixed input mapping context issue
2025-12-10 17:10:41 +01:00

136 lines
3.6 KiB
GDScript

extends Node3D
class_name InputController
@export_group("Mapping contexts")
@export var base_mode:GUIDEMappingContext
@export_group("Move actions")
@export var move:GUIDEAction
@export var move_left:GUIDEAction
@export var move_right:GUIDEAction
@export var move_front:GUIDEAction
@export var move_back:GUIDEAction
@export var rotate_y:GUIDEAction
@export var rotate_floorplane:GUIDEAction
@export_group("Trigger actions")
@export_subgroup("Aim")
@export var aim_down:GUIDEAction
@export var aim_pressed:GUIDEAction
@export var aim_released:GUIDEAction
@export_subgroup("Jump")
@export var jump:GUIDEAction
@export var jump_pressed:GUIDEAction
@export_subgroup("Other")
@export var empower_down:GUIDEAction
@export var empower_released:GUIDEAction
@export var aim_canceled:GUIDEAction
@export var hit:GUIDEAction
@export var dash:GUIDEAction
@export var throw:GUIDEAction
signal input_device_changed(is_gamepad: bool)
var _using_gamepad = false
signal input_move(value: Vector3)
signal input_rotate_y(value: float)
signal input_rotate_floorplane(value: float)
signal input_move_keyboard(value: Vector3)
# Jump
signal input_jump_started
signal input_jump_ongoing
signal input_jump_ended
signal input_aim_pressed
signal input_aim_down
signal input_aim_released
signal input_empower_down
signal input_empower_released
signal input_aim_canceled
signal input_hit
signal input_dash
signal input_throw
func _ready() -> void:
GUIDE.enable_mapping_context(base_mode)
aim_down.triggered.connect(on_input_aim_down)
aim_pressed.triggered.connect(on_input_aim_pressed)
aim_released.triggered.connect(on_input_aim_released)
empower_down.triggered.connect(on_input_empower_down)
empower_released.triggered.connect(on_input_empower_released)
aim_canceled.triggered.connect(on_input_aim_canceled)
jump_pressed.triggered.connect(on_input_jump_started)
jump.triggered.connect(on_input_jump_ongoing)
jump.completed.connect(on_input_jump_ended)
hit.triggered.connect(on_input_hit)
dash.triggered.connect(on_input_dash)
throw.triggered.connect(on_input_throw)
func on_input_dash():
input_dash.emit()
func on_input_throw():
input_throw.emit()
func on_input_hit():
input_hit.emit()
func on_input_jump_started():
print("jump")
input_jump_started.emit()
func on_input_jump_ongoing():
input_jump_ongoing.emit()
func on_input_jump_ended():
input_jump_ended.emit()
func on_input_aim_down():
input_aim_down.emit()
func on_input_aim_pressed():
input_aim_pressed.emit()
func on_input_aim_released():
input_aim_released.emit()
func on_input_empower_down():
input_empower_down.emit()
func on_input_empower_released():
input_empower_released.emit()
func on_input_aim_canceled():
input_aim_canceled.emit()
func _input(event: InputEvent) -> void:
if event is InputEventKey:
if _using_gamepad:
_using_gamepad = false
input_device_changed.emit(_using_gamepad)
elif event is InputEventJoypadMotion:
if !_using_gamepad:
if abs(event.axis_value) > 0.5:
_using_gamepad = true
input_device_changed.emit(_using_gamepad)
elif event is InputEventJoypadButton:
if !_using_gamepad:
_using_gamepad = true
input_device_changed.emit(_using_gamepad)
func _process(_delta: float) -> void:
var value_horizontal = -move_left.value_axis_1d + move_right.value_axis_1d
var value_vertical = -move_front.value_axis_1d + move_back.value_axis_1d
var keyboard_input_vector = Vector3(value_horizontal, 0, value_vertical)
input_move_keyboard.emit(keyboard_input_vector)
input_move.emit(move.value_axis_3d)
input_rotate_y.emit(rotate_y.value_axis_1d)
input_rotate_floorplane.emit(rotate_floorplane.value_axis_1d)