(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:
@@ -530,8 +530,7 @@ namespace Barotrauma
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}
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}
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater &&
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(GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer || Character.Controlled == Character))
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if (Math.Abs(Character.AnimController.movement.X) > 0.1f && !Character.AnimController.InWater)
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{
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Character.AnimController.TargetDir = Character.WorldPosition.X < attackWorldPos.X ? Direction.Right : Direction.Left;
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}
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@@ -696,7 +696,7 @@ namespace Barotrauma
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return;
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}
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength, maxVelocity: 10.0f);
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limb.body.ApplyForce(diff * (float)(Math.Sin(WalkPos) * Math.Sqrt(limb.Mass)) * 30.0f * animStrength);
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}
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}
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@@ -5,7 +5,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using Barotrauma.Networking;
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namespace Barotrauma
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{
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@@ -1264,18 +1264,39 @@ namespace Barotrauma
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{
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for (int i = 0; i < selectedItems.Length; i++ )
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{
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if (selectedItems[i] == null) continue;
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if (i == 1 && selectedItems[0] == selectedItems[1]) continue;
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if (IsKeyDown(InputType.Use)) selectedItems[i].Use(deltaTime, this);
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if (IsKeyDown(InputType.Aim) && selectedItems[i] != null) selectedItems[i].SecondaryUse(deltaTime, this);
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if (selectedItems[i] == null) { continue; }
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if (i == 1 && selectedItems[0] == selectedItems[1]) { continue; }
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var item = selectedItems[i];
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if (item == null) { continue; }
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if (IsKeyDown(InputType.Use) && !item.IsShootable)
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{
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item.Use(deltaTime, this);
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}
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if (IsKeyDown(InputType.Aim))
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{
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item.SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Shoot) && item.IsShootable)
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{
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item.Use(deltaTime, this);
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}
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}
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}
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}
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if (SelectedConstruction != null)
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{
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if (IsKeyDown(InputType.Use)) SelectedConstruction.Use(deltaTime, this);
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if (SelectedConstruction != null && IsKeyDown(InputType.Aim)) SelectedConstruction.SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Use) && !SelectedConstruction.IsShootable)
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{
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SelectedConstruction.Use(deltaTime, this);
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}
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if (IsKeyDown(InputType.Aim))
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{
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SelectedConstruction.SecondaryUse(deltaTime, this);
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if (IsKeyDown(InputType.Shoot) && SelectedConstruction.IsShootable)
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{
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SelectedConstruction.Use(deltaTime, this);
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}
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}
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}
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if (SelectedCharacter != null)
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@@ -1753,7 +1774,7 @@ namespace Barotrauma
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}
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#endif
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}
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else if (IsKeyHit(InputType.Select) && SelectedConstruction != null)
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else if (IsKeyHit(InputType.Deselect) && SelectedConstruction != null)
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{
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SelectedConstruction = null;
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#if CLIENT
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@@ -1898,7 +1919,7 @@ namespace Barotrauma
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//cannot be protected from pressure when below crush depth
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protectedFromPressure = protectedFromPressure && WorldPosition.Y > CharacterHealth.CrushDepth;
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//implode if not protected from pressure, and either outside or in a high-pressure hull
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if (!protectedFromPressure &&
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if (!protectedFromPressure &&
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(AnimController.CurrentHull == null || AnimController.CurrentHull.LethalPressure >= 80.0f))
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{
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if (CharacterHealth.PressureKillDelay <= 0.0f)
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@@ -1913,7 +1934,7 @@ namespace Barotrauma
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if (PressureTimer >= 100.0f)
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{
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if (Controlled == this) { cam.Zoom = 5.0f; }
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if (Controlled == this) cam.Zoom = 5.0f;
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if (GameMain.NetworkMember == null || !GameMain.NetworkMember.IsClient)
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{
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Implode();
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@@ -2194,7 +2215,7 @@ namespace Barotrauma
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if (limbHit == null) return new AttackResult();
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limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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limbHit.body?.ApplyLinearImpulse(attack.TargetImpulseWorld + attack.TargetForceWorld * deltaTime);
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#if SERVER
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if (attacker is Character attackingCharacter && attackingCharacter.AIController == null)
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{
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@@ -2280,8 +2301,7 @@ namespace Barotrauma
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{
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Vector2 diff = dir;
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if (diff == Vector2.Zero) diff = Rand.Vector(1.0f);
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hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff),
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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hitLimb.body.ApplyLinearImpulse(Vector2.Normalize(diff) * attackImpulse, hitLimb.SimPosition + ConvertUnits.ToSimUnits(diff));
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}
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Vector2 simPos = hitLimb.SimPosition + ConvertUnits.ToSimUnits(dir);
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AttackResult attackResult = hitLimb.AddDamage(simPos, afflictions, playSound);
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@@ -103,7 +103,6 @@ namespace Barotrauma
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}
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public float CrushDepth { get; private set; }
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public float PressureKillDelay { get; private set; } = 5.0f;
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public float Vitality { get; private set; }
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@@ -626,17 +626,13 @@ namespace Barotrauma
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Limb limb = character.AnimController.Limbs[limbIndex];
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Vector2 forcePos = limb.pullJoint == null ? limb.body.SimPosition : limb.pullJoint.WorldAnchorA;
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limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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limb.body.ApplyLinearImpulse(limb.Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
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}
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}
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else
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{
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Vector2 forcePos = pullJoint == null ? body.SimPosition : pullJoint.WorldAnchorA;
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body.ApplyLinearImpulse(
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Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition),
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forcePos,
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maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
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body.ApplyLinearImpulse(Mass * attack.Force * Vector2.Normalize(attackSimPos - SimPosition), forcePos);
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}
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}
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return wasHit;
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