(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
@@ -331,13 +331,13 @@ namespace Barotrauma
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "sprite":
Sprite = new Sprite(subElement, lazyLoad: true);
Sprite = new Sprite(subElement);
break;
case "specularsprite":
SpecularSprite = new Sprite(subElement, lazyLoad: true);
SpecularSprite = new Sprite(subElement);
break;
case "deformablesprite":
DeformableSprite = new DeformableSprite(subElement, lazyLoad: true);
DeformableSprite = new DeformableSprite(subElement);
break;
case "overridecommonness":
string levelType = subElement.GetAttributeString("leveltype", "");