(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
@@ -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
}
}