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
@@ -96,7 +96,7 @@
<DockingPort IsHorizontal="true" DistanceTolerance="128,64" DockedDistance="64"> <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"/> <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="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> </DockingPort>
<PowerTransfer/> <PowerTransfer/>
@@ -127,7 +127,7 @@
<DockingPort IsHorizontal="false" DistanceTolerance="64,128" DockedDistance="64"> <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"/> <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="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> </DockingPort>
<fixrequirement name="Electrical repairs"> <fixrequirement name="Electrical repairs">
@@ -128,7 +128,7 @@ namespace Barotrauma
Character.AnimController.TargetDir = Direction.Left; 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) else if (Math.Abs(Character.AnimController.TargetMovement.X) > 0.1f && !Character.AnimController.InWater)
@@ -932,13 +932,13 @@ namespace Barotrauma
if (i == 1 && selectedItems[0] == selectedItems[1]) continue; if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this); 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 (selectedConstruction != null)
{ {
if (IsKeyDown(InputType.Use)) selectedConstruction.Use(deltaTime, this); 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) if (SelectedCharacter != null)
@@ -41,6 +41,7 @@ namespace Barotrauma
private readonly float duration; private readonly float duration;
private readonly bool useItem; private readonly bool useItem;
private readonly bool hudUseItem;
public readonly ActionType type; public readonly ActionType type;
@@ -166,9 +167,11 @@ namespace Barotrauma
FireSize = subElement.GetAttributeFloat("size",10.0f); FireSize = subElement.GetAttributeFloat("size",10.0f);
break; break;
case "use": case "use":
case "useitem":
useItem = true; useItem = true;
break; break;
case "huduse":
hudUseItem = true;
break;
case "requireditem": case "requireditem":
case "requireditems": case "requireditems":
RelatedItem newRequiredItem = RelatedItem.Load(subElement); RelatedItem newRequiredItem = RelatedItem.Load(subElement);
@@ -258,6 +261,13 @@ namespace Barotrauma
item.Use(deltaTime, targets.FirstOrDefault(t => t is Character) as Character); 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) foreach (ISerializableEntity target in targets)
{ {
@@ -36,6 +36,7 @@ namespace Barotrauma
{ {
if (Items[slotIndex] == null) return false; 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 CLIENT
if (GameMain.Client != null) if (GameMain.Client != null)
{ {
@@ -46,10 +47,10 @@ namespace Barotrauma
if (GameMain.Server != null) 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; return true;
} }
@@ -255,7 +255,7 @@ namespace Barotrauma.Items.Components
dockingTarget.dockingDir = -dockingDir; dockingTarget.dockingDir = -dockingDir;
#if CLIENT #if CLIENT
PlaySound(ActionType.OnSecondaryUse, item.WorldPosition); PlaySound(ActionType.OnAim, item.WorldPosition);
#endif #endif
ConnectWireBetweenPorts(); ConnectWireBetweenPorts();
@@ -36,7 +36,7 @@ namespace Barotrauma.Items.Components
return true; return true;
} }
public override void SecondaryUse(float deltaTime, Character character = null) public override void Aim(float deltaTime, Character character = null)
{ {
if (throwing) return; if (throwing) return;
} }
@@ -290,8 +290,15 @@ namespace Barotrauma.Items.Components
return false; 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 //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" //called when the item is placed in a "limbslot"
public virtual void Equip(Character character) { } public virtual void Equip(Character character) { }
@@ -160,7 +160,7 @@ namespace Barotrauma.Items.Components
return true; 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)) if (this.character == null || this.character != character || this.character.SelectedConstruction != item || !character.CanInteractWith(item))
{ {
@@ -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; if (reload > 0.0f) return;
@@ -242,7 +242,7 @@ namespace Barotrauma.Items.Components
return true; return true;
} }
public override void SecondaryUse(float deltaTime, Character character = null) public override void Aim(float deltaTime, Character character = null)
{ {
if (nodes.Count > 1) if (nodes.Count > 1)
{ {
@@ -16,7 +16,7 @@ namespace Barotrauma
{ {
public enum ActionType public enum ActionType
{ {
Always, OnPicked, OnUse, OnSecondaryUse, Always, OnPicked, OnUse, OnHudUse, OnAim,
OnWearing, OnContaining, OnContained, OnWearing, OnContaining, OnContained,
OnActive, OnFailure, OnBroken, OnActive, OnFailure, OnBroken,
OnFire, InWater, OnFire, InWater,
@@ -800,6 +800,7 @@ namespace Barotrauma
if (!ic.WasUsed) if (!ic.WasUsed)
{ {
ic.StopSounds(ActionType.OnUse); ic.StopSounds(ActionType.OnUse);
ic.StopSounds(ActionType.OnHudUse);
} }
#endif #endif
ic.WasUsed = false; ic.WasUsed = false;
@@ -1165,12 +1166,38 @@ namespace Barotrauma
if (remove) Remove(); 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) foreach (ItemComponent ic in components)
{ {
if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue; if (!ic.HasRequiredContainedItems(character == Character.Controlled)) continue;
ic.SecondaryUse(deltaTime, character); ic.Aim(deltaTime, character);
} }
} }