(fdc038d5d) Keymapping and UX test: - Map use to "E" and Select to "Left Mouse". - Introduce a dedicated key for deselecting ("Right Mouse"). - Introduce a dedicated key for shooting ("Left Mouse"). - Define certain objects as shootables, which simply means that they use the "Shoot" key instead of using the "Use" key. This required the least amount of refactoring the existing code. - TODO: don't register the "Select" input when aiming or when an interface is open -> should prevent interacting through UI elements. - TODO: sync the new input types with the server.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:06:12 +03:00
parent 2290645bc9
commit 5f05322fdb
51 changed files with 444 additions and 525 deletions
+3 -6
View File
@@ -8,14 +8,11 @@ namespace Barotrauma
{
public static bool FollowSub = true;
private float? defaultZoom;
private float defaultZoom = 1.3f;
public float DefaultZoom
{
get { return defaultZoom ?? (GameMain.Config == null || GameMain.Config.EnableMouseLook ? 1.3f : 1.0f); }
set
{
defaultZoom = MathHelper.Clamp(value, 0.5f, 2.0f);
}
get { return defaultZoom; }
set { defaultZoom = MathHelper.Clamp(value, 0.5f, 2.0f); }
}
private float zoomSmoothness = 8.0f;