local SelectionSystem = Object:extend() function SelectionSystem:new(owner, fighterSide, onlyAlive) self.fighterList = fighterSide:getTargets(onlyAlive) self.owner = owner self.assets = self.owner.assets self.selectedTarget = 1 end function SelectionSystem:update(dt) --Faire en sorte que cela permette de choisir la cible local keys = self.owner.turnSystem.scene:getKeys(1) self:purgeTarget() if (keys["up"].isPressed) then if (self.selectedTarget == 1) then self.selectedTarget = #self.fighterList else self.selectedTarget = self.selectedTarget - 1 end self.assets.sfx["mBeep"]:play() end if (keys["down"].isPressed) then if (self.selectedTarget == #self.fighterList) then self.selectedTarget = 1 else self.selectedTarget = self.selectedTarget + 1 end self.assets.sfx["mBeep"]:play() end self:updateTarget() if (keys["A"].isPressed) then self.assets.sfx["mSelect"]:play() self:selectTarget() end if (keys["B"].isPressed) then self.assets.sfx["mBack"]:play() self:goBack() end end function SelectionSystem:purgeTarget() local target = self.fighterList[self.selectedTarget] target.actor.isSelected = false end function SelectionSystem:updateTarget() local target = self.fighterList[self.selectedTarget] target.actor.isSelected = true end function SelectionSystem:selectTarget() self:purgeTarget() self.owner:receiveTarget(self.fighterList[self.selectedTarget]) end function SelectionSystem:goBack() self:purgeTarget() self.owner:goBackToMenu() end return SelectionSystem