feat: Implement core player character logic and input handling, including movement, actions, and manager integration.

This commit is contained in:
Yogi Wiguna
2026-02-04 15:44:33 +08:00
parent 4b39a4cfcb
commit d9cdd9068e
2 changed files with 48 additions and 44 deletions
+28
View File
@@ -828,6 +828,34 @@ func attempt_target_action(target_index: int):
st_manager.activate_effect(effect, target_player)
inventory_ui.deselect()
func activate_powerup(effect_id: int):
var main = get_tree().get_root().get_node_or_null("Main")
if not main or not main.ui_manager:
return
# Try to find the UI button directly if possible, or simulate the click
# The goal is to Select it (if it requires targeting) OR Activate it (if instant)
# Since PowerUpInventoryUI manages selection state, we should route through it if possible
# or directly tell SpecialTilesManager to prepare?
# Let's try to mimic the button press
var inventory_ui = main.ui_manager.get_node_or_null("PowerUpInventoryUI") # Or wherever it lives
if not inventory_ui:
# Fallback: Find it in scene
inventory_ui = main.get_node_or_null("PowerUpInventoryUI")
if inventory_ui:
# Inventory UI handles: "activate_effect(effect_id)" on click
# Which then calls SpecialTilesManager.activate_effect
# This handles both "Instant" effects (Speed) and "Targeting" effects (Wall)
inventory_ui._on_btn_pressed(effect_id)
else:
# Fallback if UI not found
var st_manager = get_node_or_null("SpecialTilesManager")
if st_manager:
st_manager.activate_effect(effect_id)
func _process(delta):
if is_multiplayer_authority():