(883c460d5) Don't require holding the aim key when using the periscope/controller. Move the RequireAimToUse from Controller component to Item. Change the use and shoot logic accordingly. TODO: fix the camera centering.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:07:14 +03:00
parent c8a7815ef8
commit 2d52a8ddf4
10 changed files with 74 additions and 32 deletions
@@ -204,7 +204,10 @@ namespace Barotrauma
private void Attack(float deltaTime)
{
character.CursorPosition = Enemy.Position;
character.SetInput(InputType.Aim, false, true);
if (Weapon.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
if (WeaponComponent is MeleeWeapon meleeWeapon)
{
if (Vector2.DistanceSquared(character.Position, Enemy.Position) <= meleeWeapon.Range * meleeWeapon.Range)
@@ -161,7 +161,10 @@ namespace Barotrauma
private void OperateRepairTool(float deltaTime)
{
character.CursorPosition = Item.Position;
character.SetInput(InputType.Aim, false, true);
if (Item.RequireAimToUse)
{
character.SetInput(InputType.Aim, false, true);
}
Vector2 fromToolToTarget = Item.Position - repairTool.Item.Position;
if (fromToolToTarget.LengthSquared() < MathUtils.Pow(repairTool.Range / 2, 2))
{
@@ -1276,14 +1276,20 @@ namespace Barotrauma
if (i == 1 && selectedItems[0] == selectedItems[1]) { continue; }
var item = selectedItems[i];
if (item == null) { continue; }
if (IsKeyDown(InputType.Use) && !item.IsShootable)
{
item.Use(deltaTime, this);
}
if (IsKeyDown(InputType.Aim))
{
item.SecondaryUse(deltaTime, this);
if (IsKeyDown(InputType.Shoot) && item.IsShootable)
}
if (IsKeyDown(InputType.Use) && !item.IsShootable)
{
if (!item.RequireAimToUse || IsKeyDown(InputType.Aim))
{
item.Use(deltaTime, this);
}
}
if (IsKeyDown(InputType.Shoot) && item.IsShootable)
{
if (!item.RequireAimToUse || IsKeyDown(InputType.Aim))
{
item.Use(deltaTime, this);
}
@@ -1293,14 +1299,20 @@ namespace Barotrauma
if (SelectedConstruction != null)
{
if (IsKeyDown(InputType.Use) && !SelectedConstruction.IsShootable)
{
SelectedConstruction.Use(deltaTime, this);
}
if (IsKeyDown(InputType.Aim))
{
SelectedConstruction.SecondaryUse(deltaTime, this);
if (IsKeyDown(InputType.Shoot) && SelectedConstruction.IsShootable)
}
if (IsKeyDown(InputType.Use) && !SelectedConstruction.IsShootable)
{
if (!SelectedConstruction.RequireAimToUse || IsKeyDown(InputType.Aim))
{
SelectedConstruction.Use(deltaTime, this);
}
}
if (IsKeyDown(InputType.Shoot) && SelectedConstruction.IsShootable)
{
if (!SelectedConstruction.RequireAimToUse || IsKeyDown(InputType.Aim))
{
SelectedConstruction.Use(deltaTime, this);
}