class_name PlayerInputActions extends RefCounted ## Stable Input Map action names consumed by the runtime player input adapter. ## Defaults preserve the current render-sandbox controls; users may remap every ## action through Godot's Input Map without changing gameplay code. const MOVE_FORWARD := &"openwc_player_move_forward" const MOVE_BACKWARD := &"openwc_player_move_backward" const STRAFE_LEFT := &"openwc_player_strafe_left" const STRAFE_RIGHT := &"openwc_player_strafe_right" const DEBUG_FLY_UP := &"openwc_player_debug_fly_up" const DEBUG_FLY_DOWN := &"openwc_player_debug_fly_down" const DEBUG_SPRINT := &"openwc_player_debug_sprint" const DEBUG_TOGGLE_FLIGHT := &"openwc_player_debug_toggle_flight" const CAMERA_ROTATE := &"openwc_player_camera_rotate" const CAMERA_ZOOM_IN := &"openwc_player_camera_zoom_in" const CAMERA_ZOOM_OUT := &"openwc_player_camera_zoom_out" const RELEASE_CURSOR := &"openwc_player_release_cursor" const REQUIRED_ACTIONS: Array[StringName] = [ MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT, DEBUG_FLY_UP, DEBUG_FLY_DOWN, DEBUG_SPRINT, DEBUG_TOGGLE_FLIGHT, CAMERA_ROTATE, CAMERA_ZOOM_IN, CAMERA_ZOOM_OUT, RELEASE_CURSOR, ]