Added gameplay_input manager.

Refactored menus, player, and escape_capsule to utilize new system.
Actions defined in Godot project file with default bindings.
Player/Vehicles now react to actions and GameplayInput states instead of polling Input directly.
They respond to commands via `_handle_gameplay_command` and should not implement _unhandled_input directly.
Kept some debugging input handling code in `player.gd` for things like F3/F5/F4/PageUp/PageDown.
We may want to move much of this out of `player.gd` into something that handles the gamestate more generally.
This commit is contained in:
BadQuanta
2026-10-06 02:19:50 +00:00
parent ed63221996
commit 1e8ebb7567
9 changed files with 751 additions and 257 deletions
+13
View File
@@ -71,10 +71,14 @@ func _ready() -> void:
visible = false
## Claims menu input and gives controllers a predictable initial focus.
func open_menu(player_ref: Node) -> void:
player = player_ref
visible = true
GameplayInput.set_menu_open(self, true)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_update_button_states()
close_button.grab_focus()
print("Vendor menu opened")
func _update_button_states() -> void:
@@ -112,6 +116,15 @@ func _buy(item_name: String, price: int) -> void:
else:
print("Not enough credits")
## Cancels the vendor without allowing the same event to reach gameplay.
func _unhandled_input(event: InputEvent) -> void:
if visible and event.is_action_pressed("ui_cancel"):
_on_close_pressed()
get_viewport().set_input_as_handled()
## Releases menu ownership; the adapter clears queued and held commands.
func _on_close_pressed() -> void:
visible = false
GameplayInput.set_menu_open(self, false)
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED