using Godot; /// <summary> /// 输入管理器 /// </summary> public static class InputManager { /// <summary> /// 移动方向, 键鼠: 键盘WASD /// </summary> public static Vector2 MoveAxis { get; private set; } /// <summary> /// 鼠标在SubViewport节点下的坐标, 键鼠: 鼠标移动 /// </summary> public static Vector2 CursorPosition { get; private set; } /// <summary> /// 是否按下打开轮盘按钮, 键鼠: 键盘Tab /// </summary> public static bool Roulette { get; set; } /// <summary> /// 是否按下切换上一把武器, 键鼠: 键盘Q /// </summary> public static bool ExchangeWeapon { get; private set; } /// <summary> /// 是否按下投抛武器按钮, 键鼠: 键盘G /// </summary> public static bool ThrowWeapon { get; private set; } /// <summary> /// 是否按下使用道具按钮, 键鼠: 键盘F /// </summary> public static bool UseActiveProp { get; private set; } /// <summary> /// 是否按下切换道具按钮, 键鼠: 键盘Z /// </summary> public static bool ExchangeProp { get; private set; } /// <summary> /// 是否按下丢弃道具按钮, 键鼠: 键盘X /// </summary> public static bool RemoveProp { get; private set; } /// <summary> /// 是否按钮互动按钮, 键鼠: 键盘E /// </summary> public static bool Interactive { get; private set; } /// <summary> /// 是否按钮换弹按钮, 键鼠: 键盘R /// </summary> public static bool Reload { get; private set; } /// <summary> /// 是否按钮开火按钮, 键鼠: 鼠标左键 /// </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), 键鼠: 鼠标右键 /// </summary> public static bool MeleeAttack { get; private set; } /// <summary> /// 是否按下翻滚按钮, 键鼠: 键盘Space /// </summary> public static bool Roll { get; private set; } /// <summary> /// 是否按下打开地图按钮, 键鼠: 键盘Ctrl /// </summary> public static bool Map { 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()); ExchangeWeapon = Input.IsActionJustPressed("exchangeWeapon"); ThrowWeapon = Input.IsActionJustPressed("throwWeapon"); Interactive = Input.IsActionJustPressed("interactive"); Reload = Input.IsActionJustPressed("reload"); Fire = Input.IsActionPressed("fire"); MeleeAttack = Input.IsActionJustPressed("meleeAttack"); Roll = Input.IsActionJustPressed("roll"); UseActiveProp = Input.IsActionJustPressed("useActiveProp"); RemoveProp = Input.IsActionJustPressed("removeProp"); } }