(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.
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@@ -624,10 +624,9 @@ namespace Barotrauma.Tutorials
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private Character CrewMemberWithJob(string job)
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{
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job = job.ToLowerInvariant();
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for (int i = 0; i < crew.Count; i++)
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{
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if (crew[i].Info.Job.Prefab.Identifier.ToLowerInvariant() == job) return crew[i];
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if (crew[i].Info.Job.Name == job) return crew[i];
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}
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return null;
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