feat: Create player input and powerup managers to handle player interactions, movement, actions, targeting, and boost meter mechanics.
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@@ -524,13 +524,17 @@ func _on_boost_points_changed(current_points: int, max_points: int):
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# User Request: Disable Special & SpawnBoost if < 100%
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var is_full = current_points >= (max_points - 1) # Tolerance
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_update_boost_button_state(attack_mode_button, is_full)
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# Attack Mode (⚡) is only enabled if full AND not carrying a Tekton
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var can_attack = is_full and not (local_player and local_player.is_carrying_tekton)
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_update_boost_button_state(attack_mode_button, can_attack)
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# SpawnBoost depends on carrying a Tekton, not boost points
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var can_spawn = local_player and local_player.is_carrying_tekton
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_update_boost_button_state(spawn_boost_button, can_spawn)
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_update_boost_button_state(tekton_grab_button, true) # Always enabled (logic handles grab-ability)
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# Tekton Grab (👋) is only enabled if full AND not already carrying one
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var can_grab = is_full and not (local_player and local_player.is_carrying_tekton)
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_update_boost_button_state(tekton_grab_button, can_grab)
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func _on_tekton_carried_changed(_is_carrying: bool):
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# Refresh button states when player grabs/throws a tekton
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