using Godot; /// <summary> /// 输入管理器 /// </summary> public static class InputManager { /// <summary> /// 移动方向 /// </summary> public static Vector2 MoveAxis { get; private set; } /// <summary> /// 鼠标在SubViewport节点下的坐标 /// </summary> public static Vector2 CursorPosition { get; private set; } /// <summary> /// 是否按下切换武器 /// </summary> public static bool Exchange { get; private set; } /// <summary> /// 是否按钮投抛武器按钮 /// </summary> public static bool Throw { get; private set; } /// <summary> /// 是否按钮互动按钮 /// </summary> public static bool Interactive { get; private set; } /// <summary> /// 是否按钮换弹按钮 /// </summary> public static bool Reload { get; private set; } /// <summary> /// 是否按钮开火按钮 /// </summary> public static bool Fire { get; private set; } /// <summary> /// 是否按钮近战攻击按钮 (使用远程武器发起的近战攻击) /// </summary> public static bool MeleeAttack { get; private set; } /// <summary> /// 是否按下翻滚按钮 /// </summary> public static bool Roll { get; private set; } /// <summary> /// 更新输入管理器 /// </summary> public static void Update(float delta) { var application = GameApplication.Instance; MoveAxis = Input.GetVector("move_left", "move_right", "move_up", "move_down"); CursorPosition = application.GlobalToViewPosition(application.GetGlobalMousePosition()); Exchange = Input.IsActionJustPressed("exchange"); Throw = Input.IsActionJustPressed("throw"); Interactive = Input.IsActionJustPressed("interactive"); Reload = Input.IsActionJustPressed("reload"); Fire = Input.IsActionPressed("fire"); MeleeAttack = Input.IsActionPressed("meleeAttack"); Roll = Input.IsActionPressed("roll"); } }