Renames "OnSecondaryUse" to "OnAim" for more sense

adds new "OnHudUse" to separate normal and self use
This commit is contained in:
Alex Noir
2017-12-10 13:39:00 +03:00
parent db7d5539e0
commit 00653c5aa4
12 changed files with 62 additions and 17 deletions

View File

@@ -96,7 +96,7 @@
<DockingPort IsHorizontal="true" DistanceTolerance="128,64" DockedDistance="64">
<Sprite texture ="dockingport.png" sourcerect="127,0,112,144" depth="0.05" origin="0.5,0.5"/>
<sound file="dockingport1.ogg" type="OnUse" range="1000.0"/>
<sound file="dockingport2.ogg" type="OnSecondaryUse" range="1000.0"/>
<sound file="dockingport2.ogg" type="OnAim" range="1000.0"/>
</DockingPort>
<PowerTransfer/>
@@ -127,7 +127,7 @@
<DockingPort IsHorizontal="false" DistanceTolerance="64,128" DockedDistance="64">
<Sprite texture ="dockingport.png" sourcerect="127,144,48,112" depth="0.05" origin="0.5,0.5"/>
<sound file="dockingport1.ogg" type="OnUse" range="1000.0"/>
<sound file="dockingport2.ogg" type="OnSecondaryUse" range="1000.0"/>
<sound file="dockingport2.ogg" type="OnAim" range="1000.0"/>
</DockingPort>
<fixrequirement name="Electrical repairs">

View File

@@ -128,7 +128,7 @@ namespace Barotrauma
Character.AnimController.TargetDir = Direction.Left;
}
if (Character.SelectedConstruction != null) Character.SelectedConstruction.SecondaryUse(deltaTime, Character);
if (Character.SelectedConstruction != null) Character.SelectedConstruction.Aim(deltaTime, Character);
}
else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)

View File

@@ -932,13 +932,13 @@ namespace Barotrauma
if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this);
if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].Aim(deltaTime, this);
}
if (selectedConstruction != null)
{
if (IsKeyDown(InputType.Use)) selectedConstruction.Use(deltaTime, this);
if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.SecondaryUse(deltaTime, this);
if (selectedConstruction != null && IsKeyDown(InputType.Aim)) selectedConstruction.Aim(deltaTime, this);
}
if (SelectedCharacter != null)

View File

@@ -41,6 +41,7 @@ namespace Barotrauma
private readonly float duration;
private readonly bool useItem;
private readonly bool hudUseItem;
public readonly ActionType type;
@@ -166,9 +167,11 @@ namespace Barotrauma
FireSize = subElement.GetAttributeFloat("size",10.0f);
break;
case "use":
case "useitem":
useItem = true;
break;
case "huduse":
hudUseItem = true;
break;
case "requireditem":
case "requireditems":
RelatedItem newRequiredItem = RelatedItem.Load(subElement);
@@ -258,6 +261,13 @@ namespace Barotrauma
item.Use(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
}
}
if (hudUseItem)
{
foreach (Item item in targets.FindAll(t => t is Item).Cast<Item>())
{
item.HudUse(deltaTime, targets.FirstOrDefault(t => t is Character) as Character);
}
}
foreach (ISerializableEntity target in targets)
{

View File

@@ -36,6 +36,7 @@ namespace Barotrauma
{
if (Items[slotIndex] == null) return false;
//Isn't this useless? Client isn't handling status effects. Plus, this doesn't send the ActionType so it can be wrong even.
#if CLIENT
if (GameMain.Client != null)
{
@@ -46,10 +47,10 @@ namespace Barotrauma
if (GameMain.Server != null)
{
GameMain.Server.CreateEntityEvent(Items[slotIndex], new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, character.ID });
GameMain.Server.CreateEntityEvent(Items[slotIndex], new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnHudUse, character.ID });
}
Items[slotIndex].ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
Items[slotIndex].ApplyStatusEffects(ActionType.OnHudUse, 1.0f, character);
return true;
}

View File

@@ -255,7 +255,7 @@ namespace Barotrauma.Items.Components
dockingTarget.dockingDir = -dockingDir;
#if CLIENT
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition);
PlaySound(ActionType.OnAim, item.WorldPosition);
#endif
ConnectWireBetweenPorts();

View File

@@ -36,7 +36,7 @@ namespace Barotrauma.Items.Components
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
public override void Aim(float deltaTime, Character character = null)
{
if (throwing) return;
}

View File

@@ -290,8 +290,15 @@ namespace Barotrauma.Items.Components
return false;
}
//called when the item is used via the HUD button
//returns true if the item was used succesfully (not out of ammo, reloading, etc)
public virtual bool HudUse(float deltaTime, Character character = null)
{
return false;
}
//called when the item is equipped and right mouse button is pressed
public virtual void SecondaryUse(float deltaTime, Character character = null) { }
public virtual void Aim(float deltaTime, Character character = null) { }
//called when the item is placed in a "limbslot"
public virtual void Equip(Character character) { }

View File

@@ -160,7 +160,7 @@ namespace Barotrauma.Items.Components
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
public override void Aim(float deltaTime, Character character = null)
{
if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
{

View File

@@ -118,7 +118,7 @@ namespace Barotrauma.Items.Components
}
public override void SecondaryUse(float deltaTime, Character character = null)
public override void Aim(float deltaTime, Character character = null)
{
if (reload > 0.0f) return;

View File

@@ -242,7 +242,7 @@ namespace Barotrauma.Items.Components
return true;
}
public override void SecondaryUse(float deltaTime, Character character = null)
public override void Aim(float deltaTime, Character character = null)
{
if (nodes.Count > 1)
{

View File

@@ -16,7 +16,7 @@ namespace Barotrauma
{
public enum ActionType
{
Always, OnPicked, OnUse, OnSecondaryUse,
Always, OnPicked, OnUse, OnHudUse, OnAim,
OnWearing, OnContaining, OnContained,
OnActive, OnFailure, OnBroken,
OnFire, InWater,
@@ -800,6 +800,7 @@ namespace Barotrauma
if (!ic.WasUsed)
{
ic.StopSounds(ActionType.OnUse);
ic.StopSounds(ActionType.OnHudUse);
}
#endif
ic.WasUsed = false;
@@ -1165,12 +1166,38 @@ namespace Barotrauma
if (remove) Remove();
}
public void SecondaryUse(float deltaTime, Character character = null)
public void HudUse(float deltaTime, Character character = null)
{
if (condition == 0.0f) return;
bool remove = false;
foreach (ItemComponent ic in components)
{
if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
if (ic.HudUse(deltaTime, character))
{
ic.WasUsed = true;
#if CLIENT
ic.PlaySound(ActionType.OnHudUse, WorldPosition);
#endif
ic.ApplyStatusEffects(ActionType.OnHudUse, deltaTime, character);
if (ic.DeleteOnUse) remove = true;
}
}
if (remove) Remove();
}
public void Aim(float deltaTime, Character character = null)
{
foreach (ItemComponent ic in components)
{
if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
ic.SecondaryUse(deltaTime, character);
ic.Aim(deltaTime, character);
}
}