(33ab1e038) Add buttons for resetting the settings to the defaults and setting the default keybindings. TODO: pressing the buttons should refresh the settings frame instead of closing it.

This commit is contained in:
Joonas Rikkonen
2019-04-04 11:10:14 +03:00
parent 371bcb11c1
commit b08a31a68f
63 changed files with 1069 additions and 668 deletions
@@ -235,6 +235,30 @@ namespace Barotrauma
set { /*do nothing*/ }
}
/// <summary>
/// Should the item's Use method be called with the "Use" or with the "Shoot" key?
/// </summary>
[Serialize(false, false)]
public bool IsShootable { get; set; }
/// <summary>
/// If true, the user has to hold the "aim" key before use is registered. False by default.
/// </summary>
[Serialize(false, false)]
public bool RequireAimToUse
{
get; set;
}
/// <summary>
/// If true, the user has to hold the "aim" key before secondary use is registered. True by default.
/// </summary>
[Serialize(true, false)]
public bool RequireAimToSecondaryUse
{
get; set;
}
public Color Color
{
get { return spriteColor; }
@@ -1383,20 +1407,40 @@ namespace Barotrauma
}
else
{
if (forceSelectKey)
if (picker.IsKeyDown(InputType.Aim))
{
if (ic.PickKey == InputType.Select) pickHit = true;
if (ic.SelectKey == InputType.Select) selectHit = true;
}
else if (forceActionKey)
{
if (ic.PickKey == InputType.Use) pickHit = true;
if (ic.SelectKey == InputType.Use) selectHit = true;
pickHit = false;
selectHit = false;
}
else
{
pickHit = picker.IsKeyHit(ic.PickKey);
selectHit = picker.IsKeyHit(ic.SelectKey);
if (forceSelectKey)
{
if (ic.PickKey == InputType.Select) pickHit = true;
if (ic.SelectKey == InputType.Select) selectHit = true;
}
else if (forceActionKey)
{
if (ic.PickKey == InputType.Use) pickHit = true;
if (ic.SelectKey == InputType.Use) selectHit = true;
}
else
{
pickHit = picker.IsKeyHit(ic.PickKey);
selectHit = picker.IsKeyHit(ic.SelectKey);
#if CLIENT
//if the cursor is on a UI component, disable interaction with the left mouse button
//to prevent accidentally selecting items when clicking UI elements
if (picker == Character.Controlled && GUI.MouseOn != null)
{
if (GameMain.Config.KeyBind(ic.PickKey).MouseButton == 0) pickHit = false;
if (GameMain.Config.KeyBind(ic.SelectKey).MouseButton == 0) selectHit = false;
}
#endif
}
}
}
#if CLIENT
//if the cursor is on a UI component, disable interaction with the left mouse button
@@ -1410,9 +1454,6 @@ namespace Barotrauma
}
}
if (!pickHit && !selectHit) continue;
if (!ic.HasRequiredSkills(picker, out Skill tempRequiredSkill)) hasRequiredSkills = false;
bool showUiMsg = false;
@@ -1462,7 +1503,6 @@ namespace Barotrauma
return true;
}
public void Use(float deltaTime, Character character = null, Limb targetLimb = null)
{
if (RequireAimToUse && !character.IsKeyDown(InputType.Aim))
@@ -1613,8 +1653,6 @@ namespace Barotrauma
GameMain.NetworkMember != null && (GameMain.NetworkMember.IsServer || Character.Controlled == dropper))
{
parentInventory.CreateNetworkEvent();
//send frequent updates after the item has been dropped
PositionUpdateInterval = 0.0f;
}
}