(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:
@@ -396,25 +396,70 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
int dir = IsHorizontal ? Math.Sign(c.SimPosition.Y - item.SimPosition.Y) : Math.Sign(c.SimPosition.X - item.SimPosition.X);
|
||||
|
||||
List<PhysicsBody> bodies = c.AnimController.Limbs.Select(l => l.body).ToList();
|
||||
bodies.Add(c.AnimController.Collider);
|
||||
|
||||
bool soundPlayed = false;
|
||||
foreach (Limb limb in c.AnimController.Limbs)
|
||||
{
|
||||
if (PushBodyOutOfDoorway(c, limb.body, dir, simPos, simSize) && !soundPlayed)
|
||||
float diff = 0.0f;
|
||||
if (!MathUtils.IsValid(body.SimPosition))
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
|
||||
GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Failed to push a character out of a doorway - position of the character \"" + c.Name + "\" is not valid (" + body.SimPosition + ")." +
|
||||
" Removed: " + c.Removed +
|
||||
" Remoteplayer: " + c.IsRemotePlayer);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
if (body.SimPosition.X < simPos.X || body.SimPosition.X > simPos.X + simSize.X) continue;
|
||||
diff = body.SimPosition.Y - item.SimPosition.Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (body.SimPosition.Y > simPos.Y || body.SimPosition.Y < simPos.Y - simSize.Y) continue;
|
||||
diff = body.SimPosition.X - item.SimPosition.X;
|
||||
}
|
||||
|
||||
if (Math.Sign(diff) != dir)
|
||||
{
|
||||
#if CLIENT
|
||||
SoundPlayer.PlayDamageSound("LimbBlunt", 1.0f, limb.body);
|
||||
#endif
|
||||
soundPlayed = true;
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * simSize.Y * 2.0f), body.Rotation);
|
||||
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f));
|
||||
}
|
||||
else
|
||||
{
|
||||
body.SetTransform(new Vector2(item.SimPosition.X + dir * simSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
|
||||
body.ApplyLinearImpulse(new Vector2(dir * 0.5f, isOpen ? 0.0f : -1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
if (IsHorizontal)
|
||||
{
|
||||
if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > simSize.Y * 0.5f) continue;
|
||||
|
||||
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 0.5f));
|
||||
}
|
||||
}
|
||||
PushBodyOutOfDoorway(c, c.AnimController.Collider, dir, simPos, simSize);
|
||||
}
|
||||
}
|
||||
|
||||
private bool PushBodyOutOfDoorway(Character c, PhysicsBody body, int dir, Vector2 doorRectSimPos, Vector2 doorRectSimSize)
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
|
||||
{
|
||||
float diff = 0.0f;
|
||||
if (!MathUtils.IsValid(body.SimPosition))
|
||||
if (isStuck) return;
|
||||
|
||||
bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value;
|
||||
|
||||
if (connection.Name == "toggle")
|
||||
{
|
||||
DebugConsole.ThrowError("Failed to push a limb out of a doorway - position of the body (character \"" + c.Name + "\") is not valid (" + body.SimPosition + ")");
|
||||
GameAnalyticsManager.AddErrorEventOnce("PushCharactersAway:LimbPosInvalid", GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
@@ -435,51 +480,6 @@ namespace Barotrauma.Items.Components
|
||||
diff = body.SimPosition.X - item.SimPosition.X;
|
||||
}
|
||||
|
||||
//if the limb is at a different side of the door than the character (collider),
|
||||
//immediately teleport it to the correct side
|
||||
if (Math.Sign(diff) != dir)
|
||||
{
|
||||
if (IsHorizontal)
|
||||
{
|
||||
body.SetTransform(new Vector2(body.SimPosition.X, item.SimPosition.Y + dir * doorRectSimSize.Y * 2.0f), body.Rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
body.SetTransform(new Vector2(item.SimPosition.X + dir * doorRectSimSize.X * 1.2f, body.SimPosition.Y), body.Rotation);
|
||||
}
|
||||
}
|
||||
|
||||
//apply an impulse to push the limb further from the door
|
||||
if (IsHorizontal)
|
||||
{
|
||||
if (Math.Abs(body.SimPosition.Y - item.SimPosition.Y) > doorRectSimSize.Y * 0.5f) { return false; }
|
||||
body.ApplyLinearImpulse(new Vector2(isOpen ? 0.0f : 1.0f, dir * 2.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Math.Abs(body.SimPosition.X - item.SimPosition.X) > doorRectSimSize.X * 0.5f) { return false; }
|
||||
body.ApplyLinearImpulse(new Vector2(dir * 2.0f, isOpen ? 0.0f : -1.0f), maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
}
|
||||
|
||||
c.SetStun(0.2f);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void ReceiveSignal(int stepsTaken, string signal, Connection connection, Item source, Character sender, float power = 0.0f, float signalStrength = 1.0f)
|
||||
{
|
||||
if (isStuck) return;
|
||||
|
||||
bool wasOpen = PredictedState == null ? isOpen : PredictedState.Value;
|
||||
|
||||
if (connection.Name == "toggle")
|
||||
{
|
||||
SetState(!wasOpen, false, true);
|
||||
}
|
||||
else if (connection.Name == "set_state")
|
||||
{
|
||||
SetState(signal != "0", false, true);
|
||||
}
|
||||
|
||||
#if SERVER
|
||||
if (sender != null && wasOpen != isOpen)
|
||||
{
|
||||
|
||||
@@ -471,7 +471,7 @@ namespace Barotrauma.Items.Components
|
||||
swingState %= 1.0f;
|
||||
if (SwingWhenHolding ||
|
||||
(SwingWhenAiming && picker.IsKeyDown(InputType.Aim)) ||
|
||||
(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Use)))
|
||||
(SwingWhenUsing && picker.IsKeyDown(InputType.Aim) && picker.IsKeyDown(InputType.Shoot)))
|
||||
{
|
||||
swing = swingAmount * new Vector2(
|
||||
PerlinNoise.GetPerlin(swingState * SwingSpeed * 0.1f, swingState * SwingSpeed * 0.1f) - 0.5f,
|
||||
|
||||
@@ -63,6 +63,7 @@ namespace Barotrauma.Items.Components
|
||||
if (subElement.Name.ToString().ToLowerInvariant() != "attack") continue;
|
||||
attack = new Attack(subElement, item.Name + ", MeleeWeapon");
|
||||
}
|
||||
item.IsShootable = true;
|
||||
}
|
||||
|
||||
public override bool Use(float deltaTime, Character character = null)
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using Barotrauma.Networking;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics;
|
||||
using FarseerPhysics.Collision;
|
||||
using FarseerPhysics.Dynamics;
|
||||
using Microsoft.Xna.Framework;
|
||||
@@ -57,6 +56,7 @@ namespace Barotrauma.Items.Components
|
||||
public RangedWeapon(Item item, XElement element)
|
||||
: base(item, element)
|
||||
{
|
||||
item.IsShootable = true;
|
||||
}
|
||||
|
||||
public override void Update(float deltaTime, Camera cam)
|
||||
@@ -165,12 +165,11 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
//set the rotation of the projectile again because dropping the projectile resets the rotation
|
||||
projectile.Item.SetTransform(projectilePos,
|
||||
rotation + (projectile.Item.body.Dir * projectile.LaunchRotationRadians));
|
||||
rotation + ((item.body.Dir == 1.0f) ? projectile.LaunchRotationRadians : projectile.LaunchRotationRadians - MathHelper.Pi));
|
||||
|
||||
//recoil
|
||||
item.body.ApplyLinearImpulse(
|
||||
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f,
|
||||
maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
new Vector2((float)Math.Cos(projectile.Item.body.Rotation), (float)Math.Sin(projectile.Item.body.Rotation)) * item.body.Mass * -50.0f);
|
||||
|
||||
item.RemoveContained(projectile.Item);
|
||||
|
||||
|
||||
@@ -79,7 +79,7 @@ namespace Barotrauma.Items.Components
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
item.IsShootable = true;
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
|
||||
@@ -64,7 +64,7 @@ namespace Barotrauma.Items.Components
|
||||
return;
|
||||
}
|
||||
|
||||
if (picker.IsKeyDown(InputType.Aim) && picker.IsKeyHit(InputType.Use))
|
||||
if (picker.IsKeyDown(InputType.Aim) && picker.IsKeyHit(InputType.Shoot))
|
||||
throwing = true;
|
||||
|
||||
if (!picker.IsKeyDown(InputType.Aim) && !throwing) throwPos = 0.0f;
|
||||
@@ -106,10 +106,10 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
Character thrower = picker;
|
||||
item.Drop(thrower, createNetworkEvent: GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer);
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
item.body.ApplyLinearImpulse(throwVector * throwForce * item.body.Mass * 3.0f);
|
||||
|
||||
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
ac.GetLimb(LimbType.Head).body.ApplyLinearImpulse(throwVector*10.0f);
|
||||
ac.GetLimb(LimbType.Torso).body.ApplyLinearImpulse(throwVector * 10.0f);
|
||||
|
||||
Limb rightHand = ac.GetLimb(LimbType.RightHand);
|
||||
item.body.AngularVelocity = rightHand.body.AngularVelocity;
|
||||
|
||||
@@ -348,14 +348,14 @@ namespace Barotrauma.Items.Components
|
||||
#endif
|
||||
}
|
||||
|
||||
//called when the item is equipped and left mouse button is pressed
|
||||
//called when the item is equipped and the "use" key is pressed
|
||||
//returns true if the item was used succesfully (not out of ammo, reloading, etc)
|
||||
public virtual bool Use(float deltaTime, Character character = null)
|
||||
{
|
||||
return characterUsable || character == null;
|
||||
}
|
||||
|
||||
//called when the item is equipped and right mouse button is pressed
|
||||
//called when the item is equipped and the "aim" key is pressed
|
||||
public virtual bool SecondaryUse(float deltaTime, Character character = null)
|
||||
{
|
||||
return false;
|
||||
|
||||
@@ -210,8 +210,13 @@ namespace Barotrauma.Items.Components
|
||||
{
|
||||
Entity.Spawner.AddToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * fabricatedItem.OutCondition);
|
||||
}
|
||||
|
||||
if ((GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer) && user != null && !user.Removed)
|
||||
|
||||
bool isNotClient = true;
|
||||
#if CLIENT
|
||||
isNotClient = GameMain.Client == null;
|
||||
#endif
|
||||
|
||||
if (isNotClient && user != null)
|
||||
{
|
||||
foreach (Skill skill in fabricatedItem.RequiredSkills)
|
||||
{
|
||||
|
||||
@@ -377,14 +377,23 @@ namespace Barotrauma.Items.Components
|
||||
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
|
||||
return true;
|
||||
}
|
||||
else if (target.Body.UserData is Limb limb)
|
||||
{
|
||||
//severed limbs don't deactivate the projectile (but may still slow it down enough to make it inactive)
|
||||
if (limb.IsSevered)
|
||||
{
|
||||
target.Body.ApplyLinearImpulse(item.body.LinearVelocity * item.body.Mass);
|
||||
return true;
|
||||
}
|
||||
|
||||
limb.character.LastDamageSource = item;
|
||||
if (attack != null) { attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f); }
|
||||
if (limb.character != null) { character = limb.character; }
|
||||
}
|
||||
else if (target.Body.UserData is Structure structure)
|
||||
{
|
||||
if (attack != null) { attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f); }
|
||||
limb.character.LastDamageSource = item;
|
||||
attackResult = attack.DoDamageToLimb(User, limb, item.WorldPosition, 1.0f);
|
||||
if (limb.character != null) character = limb.character;
|
||||
}
|
||||
else if (target.Body.UserData is Structure structure)
|
||||
{
|
||||
attackResult = attack.DoDamage(User, structure, item.WorldPosition, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (character != null) character.LastDamageSource = item;
|
||||
|
||||
@@ -22,8 +22,6 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
private float blinkTimer;
|
||||
|
||||
private bool itemLoaded;
|
||||
|
||||
public PhysicsBody ParentBody;
|
||||
|
||||
[Editable(MinValueFloat = 0.0f, MaxValueFloat = 2048.0f), Serialize(100.0f, true)]
|
||||
@@ -79,7 +77,7 @@ namespace Barotrauma.Items.Components
|
||||
|
||||
IsActive = value;
|
||||
#if SERVER
|
||||
if (GameMain.Server != null && itemLoaded) { item.CreateServerEvent(this); }
|
||||
if (GameMain.Server != null && GameMain.Server.GameStarted) { item.CreateServerEvent(this); }
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -315,7 +315,7 @@ namespace Barotrauma.Items.Components
|
||||
Vector2 diff = nodes[nodes.Count - 1] - newNodePos;
|
||||
Vector2 pullBackDir = diff == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(diff);
|
||||
|
||||
user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f, maxVelocity: NetConfig.MaxPhysicsBodyVelocity);
|
||||
user.AnimController.Collider.ApplyForce(pullBackDir * user.Mass * 50.0f);
|
||||
user.AnimController.UpdateUseItem(true, user.WorldPosition + pullBackDir * 200.0f);
|
||||
|
||||
if (GameMain.NetworkMember == null || GameMain.NetworkMember.IsServer)
|
||||
|
||||
@@ -163,7 +163,7 @@ namespace Barotrauma.Items.Components
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
item.IsShootable = true;
|
||||
InitProjSpecific(element);
|
||||
}
|
||||
|
||||
@@ -501,7 +501,7 @@ namespace Barotrauma.Items.Components
|
||||
if (objective.Option.ToLowerInvariant() == "fireatwill")
|
||||
{
|
||||
character?.Speak(TextManager.Get("DialogFireTurret").Replace("[itemname]", item.Name), null, 0.0f, "fireturret", 5.0f);
|
||||
character.SetInput(InputType.Use, true, true);
|
||||
character.SetInput(InputType.Shoot, true, true);
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
Reference in New Issue
Block a user