From b51fd32b880f5e5a9f730f46d7b08489c16ab9ce Mon Sep 17 00:00:00 2001 From: Joonas Rikkonen Date: Thu, 16 May 2019 05:07:45 +0300 Subject: [PATCH] (de7949704) Rewrite the leak priority calculations. Ensure that the damage priority is not negative. --- .../Source/GUI/GUIComponent.cs | 2 + .../Source/GUI/GUIMessageBox.cs | 6 + .../BarotraumaClient/Source/GUI/GUIStyle.cs | 6 + .../BarotraumaClient/Source/GameMain.cs | 4 + .../Source/GameSession/CrewManager.cs | 123 ++++++++++++------ .../BarotraumaClient/Source/Map/Hull.cs | 27 ++++ .../Source/Screens/NetLobbyScreen.cs | 19 --- .../Source/Characters/AI/EnemyAIController.cs | 2 + .../AI/Objectives/AIObjectiveFixLeak.cs | 12 +- .../AI/Objectives/AIObjectiveFixLeaks.cs | 32 ++--- .../AI/Objectives/AIObjectiveRepairItem.cs | 2 +- .../Source/Characters/Character.cs | 4 + .../Items/Components/Machines/Steering.cs | 13 ++ .../BarotraumaShared/Source/Map/FireSource.cs | 2 - .../BarotraumaShared/Source/Map/Hull.cs | 19 +++ .../BarotraumaShared/Source/Map/Structure.cs | 3 + .../BarotraumaShared/Source/PlayerInput.cs | 15 +++ 17 files changed, 205 insertions(+), 86 deletions(-) diff --git a/Barotrauma/BarotraumaClient/Source/GUI/GUIComponent.cs b/Barotrauma/BarotraumaClient/Source/GUI/GUIComponent.cs index 8cac740d5..732d0fec8 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/GUIComponent.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/GUIComponent.cs @@ -150,6 +150,8 @@ namespace Barotrauma public bool IgnoreLayoutGroups; + public bool IgnoreLayoutGroups; + public virtual ScalableFont Font { get; diff --git a/Barotrauma/BarotraumaClient/Source/GUI/GUIMessageBox.cs b/Barotrauma/BarotraumaClient/Source/GUI/GUIMessageBox.cs index c2582885a..084fee809 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/GUIMessageBox.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/GUIMessageBox.cs @@ -101,6 +101,12 @@ namespace Barotrauma Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 }; Tag = tag; + InnerFrame = new GUIFrame(new RectTransform(new Point(width, height), RectTransform, Anchor.Center) { IsFixedSize = false }, style: null); + GUI.Style.Apply(InnerFrame, "", this); + + Content = new GUILayoutGroup(new RectTransform(new Vector2(0.9f, 0.85f), InnerFrame.RectTransform, Anchor.Center)) { AbsoluteSpacing = 5 }; + Tag = tag; + if (height == 0) { string wrappedText = ToolBox.WrapText(text, Content.Rect.Width, GUI.Font); diff --git a/Barotrauma/BarotraumaClient/Source/GUI/GUIStyle.cs b/Barotrauma/BarotraumaClient/Source/GUI/GUIStyle.cs index 4c30190f7..fe123b0d3 100644 --- a/Barotrauma/BarotraumaClient/Source/GUI/GUIStyle.cs +++ b/Barotrauma/BarotraumaClient/Source/GUI/GUIStyle.cs @@ -147,6 +147,12 @@ namespace Barotrauma return style; } + public GUIComponentStyle GetComponentStyle(string name) + { + componentStyles.TryGetValue(name.ToLowerInvariant(), out GUIComponentStyle style); + return style; + } + public void Apply(GUIComponent targetComponent, string styleName = "", GUIComponent parent = null) { GUIComponentStyle componentStyle = null; diff --git a/Barotrauma/BarotraumaClient/Source/GameMain.cs b/Barotrauma/BarotraumaClient/Source/GameMain.cs index 96409dd29..12f296bf5 100644 --- a/Barotrauma/BarotraumaClient/Source/GameMain.cs +++ b/Barotrauma/BarotraumaClient/Source/GameMain.cs @@ -180,6 +180,10 @@ namespace Barotrauma GUI.KeyboardDispatcher = new EventInput.KeyboardDispatcher(Window); + GUI.KeyboardDispatcher = new EventInput.KeyboardDispatcher(Window); + + + PerformanceCounter = new PerformanceCounter(); PerformanceCounter = new PerformanceCounter(); diff --git a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs index 0ae1d2d84..516d9dba0 100644 --- a/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs +++ b/Barotrauma/BarotraumaClient/Source/GameSession/CrewManager.cs @@ -69,20 +69,90 @@ namespace Barotrauma public CrewManager(XElement element, bool isSinglePlayer) : this(isSinglePlayer) + { + return characterListBox.Rect; + } + + partial void InitProjectSpecific() { guiFrame = new GUIFrame(new RectTransform(Vector2.One, GUICanvas.Instance), null, Color.Transparent) { CanBeFocused = false }; - var characterInfo = new CharacterInfo(subElement); - characterInfos.Add(characterInfo); - foreach (XElement invElement in subElement.Elements()) + Point scrollButtonSize = new Point((int)(200 * GUI.Scale), (int)(30 * GUI.Scale)); + + crewArea = new GUIFrame(HUDLayoutSettings.ToRectTransform(HUDLayoutSettings.CrewArea, guiFrame.RectTransform), "", Color.Transparent) + { + CanBeFocused = false + }; + toggleCrewButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), HUDLayoutSettings.CrewArea.Height), guiFrame.RectTransform) + { AbsoluteOffset = HUDLayoutSettings.CrewArea.Location }, + "", style: "UIToggleButton"); + toggleCrewButton.OnClicked += (GUIButton btn, object userdata) => + { + ToggleCrewAreaOpen = !ToggleCrewAreaOpen; + return true; + }; + + characterListBox = new GUIListBox(new RectTransform(new Point(100, (int)(crewArea.Rect.Height - scrollButtonSize.Y * 1.6f)), crewArea.RectTransform, Anchor.CenterLeft), false, Color.Transparent, null) + { + //Spacing = (int)(3 * GUI.Scale), + ScrollBarEnabled = false, + ScrollBarVisible = false, + CanBeFocused = false + }; + + scrollButtonUp = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.TopLeft, Pivot.TopLeft), "", Alignment.Center, "GUIButtonVerticalArrow") + { + Visible = false, + UserData = -1, + OnClicked = ScrollCharacterList + }; + scrollButtonDown = new GUIButton(new RectTransform(scrollButtonSize, crewArea.RectTransform, Anchor.BottomLeft, Pivot.BottomLeft), "", Alignment.Center, "GUIButtonVerticalArrow") + { + Visible = false, + UserData = 1, + OnClicked = ScrollCharacterList + }; + scrollButtonDown.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipVertically); + + if (isSinglePlayer) + { + ChatBox = new ChatBox(guiFrame, isSinglePlayer: true) { - if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue; - characterInfo.InventoryData = invElement; - break; - } + OnEnterMessage = (textbox, text) => + { + if (Character.Controlled?.Info == null) + { + textbox.Deselect(); + textbox.Text = ""; + return true; + } + + textbox.TextColor = ChatMessage.MessageColor[(int)ChatMessageType.Default]; + + if (!string.IsNullOrWhiteSpace(text)) + { + string msgCommand = ChatMessage.GetChatMessageCommand(text, out string msg); + AddSinglePlayerChatMessage( + Character.Controlled.Info.Name, + msg, + ((msgCommand == "r" || msgCommand == "radio") && ChatMessage.CanUseRadio(Character.Controlled)) ? ChatMessageType.Radio : ChatMessageType.Default, + Character.Controlled); + var headset = GetHeadset(Character.Controlled, true); + if (headset != null && headset.CanTransmit()) + { + headset.TransmitSignal(stepsTaken: 0, signal: msg, source: headset.Item, sender: Character.Controlled, sendToChat: false); + } + } + textbox.Deselect(); + textbox.Text = ""; + return true; + } + }; + + ChatBox.InputBox.OnTextChanged += ChatBox.TypingChatMessage; } var reports = Order.PrefabList.FindAll(o => o.TargetAllCharacters && o.SymbolSprite != null); @@ -94,39 +164,14 @@ namespace Barotrauma CanBeFocused = false }; - //report buttons - foreach (Order order in reports) - { - if (!order.TargetAllCharacters || order.SymbolSprite == null) continue; - var btn = new GUIButton(new RectTransform(new Point(reportButtonFrame.Rect.Width), reportButtonFrame.RectTransform), style: null) + var characterInfo = new CharacterInfo(subElement); + characterInfos.Add(characterInfo); + foreach (XElement invElement in subElement.Elements()) { - OnClicked = (GUIButton button, object userData) => - { - if (Character.Controlled == null || Character.Controlled.SpeechImpediment >= 100.0f) return false; - SetCharacterOrder(null, order, null, Character.Controlled); - HumanAIController.PropagateHullSafety(Character.Controlled, Character.Controlled.CurrentHull); - return true; - }, - UserData = order, - ToolTip = order.Name - }; - - new GUIFrame(new RectTransform(new Vector2(1.5f), btn.RectTransform, Anchor.Center), "OuterGlow") - { - Color = Color.Red * 0.8f, - HoverColor = Color.Red * 1.0f, - PressedColor = Color.Red * 0.6f, - UserData = "highlighted", - CanBeFocused = false, - Visible = false - }; - - var img = new GUIImage(new RectTransform(Vector2.One, btn.RectTransform), order.Prefab.SymbolSprite, scaleToFit: true) - { - Color = order.Color, - HoverColor = Color.Lerp(order.Color, Color.White, 0.5f), - ToolTip = order.Name - }; + if (invElement.Name.ToString().ToLowerInvariant() != "inventory") continue; + characterInfo.InventoryData = invElement; + break; + } } screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight); diff --git a/Barotrauma/BarotraumaClient/Source/Map/Hull.cs b/Barotrauma/BarotraumaClient/Source/Map/Hull.cs index fc153fc17..1372d1613 100644 --- a/Barotrauma/BarotraumaClient/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaClient/Source/Map/Hull.cs @@ -596,6 +596,33 @@ namespace Barotrauma Color.Green, width: 2); } } + + foreach (MapEntity e in linkedTo) + { + if (e is Hull) + { + Hull linkedHull = (Hull)e; + Rectangle connectedHullRect = e.Submarine == null ? + linkedHull.rect : + new Rectangle( + (int)(Submarine.DrawPosition.X + linkedHull.WorldPosition.X), + (int)(Submarine.DrawPosition.Y + linkedHull.WorldPosition.Y), + linkedHull.WorldRect.Width, linkedHull.WorldRect.Height); + + //center of the hull + Rectangle currentHullRect = Submarine == null ? + WorldRect : + new Rectangle( + (int)(Submarine.DrawPosition.X + WorldPosition.X), + (int)(Submarine.DrawPosition.Y + WorldPosition.Y), + WorldRect.Width, WorldRect.Height); + + GUI.DrawLine(spriteBatch, + new Vector2(currentHullRect.X, -currentHullRect.Y), + new Vector2(connectedHullRect.X, -connectedHullRect.Y), + Color.Green, width: 2); + } + } } public static void UpdateVertices(GraphicsDevice graphicsDevice, Camera cam, WaterRenderer renderer) diff --git a/Barotrauma/BarotraumaClient/Source/Screens/NetLobbyScreen.cs b/Barotrauma/BarotraumaClient/Source/Screens/NetLobbyScreen.cs index e9adfa167..3716a8561 100644 --- a/Barotrauma/BarotraumaClient/Source/Screens/NetLobbyScreen.cs +++ b/Barotrauma/BarotraumaClient/Source/Screens/NetLobbyScreen.cs @@ -312,25 +312,6 @@ namespace Barotrauma return true; }; - playYourself = new GUITickBox(new RectTransform(new Vector2(0.06f, 0.06f), myCharacterFrame.RectTransform) { RelativeOffset = new Vector2(0.05f,0.05f) }, - TextManager.Get("PlayYourself")) - { - Selected = true, - OnSelected = TogglePlayYourself, - UserData = "playyourself" - }; - - var toggleMyPlayerFrame = new GUIButton(new RectTransform(new Point(25, 70), myCharacterFrame.RectTransform, Anchor.TopLeft, Pivot.TopRight), "", style: "GUIButtonHorizontalArrow"); - toggleMyPlayerFrame.OnClicked += (GUIButton btn, object userdata) => - { - MyCharacterFrameOpen = !MyCharacterFrameOpen; - foreach (GUIComponent child in btn.Children) - { - child.SpriteEffects = MyCharacterFrameOpen ? SpriteEffects.FlipHorizontally : SpriteEffects.None; - } - return true; - }; - playYourself = new GUITickBox(new RectTransform(new Vector2(0.06f, 0.06f), myCharacterFrame.RectTransform) { RelativeOffset = new Vector2(0.05f,0.05f) }, TextManager.Get("PlayYourself")) { diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs index 267a9e10c..68cafaf6a 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/EnemyAIController.cs @@ -1066,6 +1066,8 @@ namespace Barotrauma private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure; + private bool IsProperlyLatchedOnSub => LatchOntoAI != null && LatchOntoAI.IsAttachedToSub && SelectedAiTarget?.Entity == wallTarget?.Structure; + //goes through all the AItargets, evaluates how preferable it is to attack the target, //whether the Character can see/hear the target and chooses the most preferable target within //sight/hearing range diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs index 78e5c9974..b77e7edd6 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeak.cs @@ -39,18 +39,10 @@ namespace Barotrauma public override float GetPriority(AIObjectiveManager objectiveManager) { if (leak.Open == 0.0f) { return 0.0f; } - - //float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f); - //float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition); - //dist = Math.Max(dist / 100.0f, 1.0f); - //return Math.Min(leakSize / dist, 40.0f); - - float leakSize = (leak.IsHorizontal ? leak.Rect.Height : leak.Rect.Width) * Math.Max(leak.Open, 0.1f); - float dist = Vector2.DistanceSquared(character.SimPosition, leak.SimPosition); - dist = Math.Max(dist / 100.0f, 1.0f); + float priority = AIObjectiveFixLeaks.GetLeakSeverity(leak); float maxMultiplier = MathHelper.Min(PriorityModifier, 1); float max = MathHelper.Min((AIObjectiveManager.OrderPriority + 20) * maxMultiplier, 90); - return MathHelper.Clamp(Priority + leakSize / dist, 0, max); + return MathHelper.Clamp(Priority + priority, 0, max); } public override bool IsDuplicate(AIObjective otherObjective) diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeaks.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeaks.cs index c3a1aa6ff..070199e4e 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeaks.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveFixLeaks.cs @@ -17,7 +17,7 @@ namespace Barotrauma protected override void FindTargets() { base.FindTargets(); - targets.Sort((x, y) => GetGapFixPriority(y).CompareTo(GetGapFixPriority(x))); + targets.Sort((x, y) => GetLeakFixPriority(y).CompareTo(GetLeakFixPriority(x))); } protected override bool Filter(Gap gap) @@ -32,25 +32,27 @@ namespace Barotrauma return ignore; } - private float GetGapFixPriority(Gap gap) + private float GetLeakFixPriority(Gap leak) { - if (gap == null) return 0.0f; - - //larger gap -> higher priority - float gapPriority = (gap.IsHorizontal ? gap.Rect.Width : gap.Rect.Height) * gap.Open; - - //prioritize gaps that are close - gapPriority /= Math.Max(Vector2.Distance(character.WorldPosition, gap.WorldPosition), 1.0f); - - //gaps to outside are much higher priority - if (!gap.IsRoomToRoom) gapPriority *= 10.0f; - - return gapPriority; + if (leak == null) { return 0; } + float severity = GetLeakSeverity(leak); + // Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally) + float dist = Math.Abs(character.WorldPosition.X - leak.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - leak.WorldPosition.Y) * 2.0f; + float distanceFactor = MathHelper.Lerp(1, 0.25f, MathUtils.InverseLerp(0, 10000, dist)); + return severity * distanceFactor; + } + public static float GetLeakSeverity(Gap leak) + { + if (leak == null) { return 0; } + float sizeFactor = MathHelper.Lerp(1, 10, MathUtils.InverseLerp(0, 200, (leak.IsHorizontal ? leak.Rect.Width : leak.Rect.Height))); + float severity = sizeFactor * leak.Open; + if (!leak.IsRoomToRoom) { severity *= 50; } + return MathHelper.Min(severity, 100); } public override bool IsDuplicate(AIObjective otherObjective) => otherObjective is AIObjectiveFixLeaks; - protected override float Average(Gap gap) => gap.Open * 100; + protected override float Average(Gap gap) => GetLeakSeverity(gap); protected override IEnumerable GetList() => Gap.GapList; protected override AIObjective ObjectiveConstructor(Gap gap) => new AIObjectiveFixLeak(gap, character); } diff --git a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs index 3b17a8191..9015503f5 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/AI/Objectives/AIObjectiveRepairItem.cs @@ -33,7 +33,7 @@ namespace Barotrauma // Vertical distance matters more than horizontal (climbing up/down is harder than moving horizontally) float dist = Math.Abs(character.WorldPosition.X - Item.WorldPosition.X) + Math.Abs(character.WorldPosition.Y - Item.WorldPosition.Y) * 2.0f; float distanceFactor = MathHelper.Lerp(1, 0.5f, MathUtils.InverseLerp(0, 10000, dist)); - float damagePriority = MathHelper.Lerp(1, 0, (Item.Condition + 10) / Item.MaxCondition); + float damagePriority = MathHelper.Lerp(1, 0, Math.Min((Item.Condition + 10), Item.MaxCondition) / Item.MaxCondition); float successFactor = MathHelper.Lerp(0, 1, Item.Repairables.Average(r => r.DegreeOfSuccess(character))); float isSelected = character.SelectedConstruction == Item ? 50 : 0; float baseLevel = Math.Max(Priority + isSelected, 1); diff --git a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs index 614fdb2bd..9cf9f7c6d 100644 --- a/Barotrauma/BarotraumaShared/Source/Characters/Character.cs +++ b/Barotrauma/BarotraumaShared/Source/Characters/Character.cs @@ -2634,6 +2634,10 @@ namespace Barotrauma GameMain.GameSession?.CrewManager?.RemoveCharacter(this); #endif +#if CLIENT + GameMain.GameSession?.CrewManager?.RemoveCharacter(this); +#endif + #if CLIENT GameMain.GameSession?.CrewManager?.RemoveCharacter(this); #endif diff --git a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs index 39796346c..435f8488a 100644 --- a/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs +++ b/Barotrauma/BarotraumaShared/Source/Items/Components/Machines/Steering.cs @@ -302,6 +302,19 @@ namespace Barotrauma.Items.Components return true; } + public override void OnItemLoaded() + { + sonar = item.GetComponent(); + } + + public override bool Select(Character character) + { + if (!CanBeSelected) return false; + + user = character; + return true; + } + public override void Update(float deltaTime, Camera cam) { networkUpdateTimer -= deltaTime; diff --git a/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs b/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs index 686cd222f..11bf41f6c 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/FireSource.cs @@ -24,8 +24,6 @@ namespace Barotrauma private bool removed; - private bool removed; - #if CLIENT private List burnDecals = new List(); #endif diff --git a/Barotrauma/BarotraumaShared/Source/Map/Hull.cs b/Barotrauma/BarotraumaShared/Source/Map/Hull.cs index 10b3c0780..cfb2f7077 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Hull.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Hull.cs @@ -261,6 +261,25 @@ namespace Barotrauma } } + public string DisplayName + { + get; + private set; + } + + private string roomName; + [Editable, Serialize("", true, translationTextTag: "RoomName.")] + public string RoomName + { + get { return roomName; } + set + { + if (roomName == value) { return; } + roomName = value; + DisplayName = TextManager.Get(roomName, returnNull: true) ?? roomName; + } + } + public override Rectangle Rect { get diff --git a/Barotrauma/BarotraumaShared/Source/Map/Structure.cs b/Barotrauma/BarotraumaShared/Source/Map/Structure.cs index 55608b242..250c1e652 100644 --- a/Barotrauma/BarotraumaShared/Source/Map/Structure.cs +++ b/Barotrauma/BarotraumaShared/Source/Map/Structure.cs @@ -1206,6 +1206,9 @@ namespace Barotrauma if (FlippedX) element.Add(new XAttribute("flippedx", true)); if (FlippedY) element.Add(new XAttribute("flippedy", true)); + if (FlippedX) element.Add(new XAttribute("flippedx", true)); + if (FlippedY) element.Add(new XAttribute("flippedy", true)); + for (int i = 0; i < Sections.Length; i++) { if (Sections[i].damage == 0.0f) continue; diff --git a/Barotrauma/BarotraumaShared/Source/PlayerInput.cs b/Barotrauma/BarotraumaShared/Source/PlayerInput.cs index e13028523..8ad826eea 100644 --- a/Barotrauma/BarotraumaShared/Source/PlayerInput.cs +++ b/Barotrauma/BarotraumaShared/Source/PlayerInput.cs @@ -162,6 +162,21 @@ namespace Barotrauma get { return binding; } } + public void SetState() + { + hit = binding.IsHit(); + if (hit) hitQueue = true; + + held = binding.IsDown(); + if (held) heldQueue = true; + } +#endif + + public KeyOrMouse State + { + get { return binding; } + } + public void SetState() { hit = binding.IsHit();