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