124 lines
2.4 KiB
C#
124 lines
2.4 KiB
C#
using System.Collections.Generic;
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namespace Barotrauma
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{
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class Key
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{
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private bool hit, hitQueue;
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private bool held, heldQueue;
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private InputType inputType;
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public Key(InputType inputType)
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{
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this.inputType = inputType;
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}
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#if CLIENT
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private KeyOrMouse binding
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{
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get { return GameSettings.CurrentConfig.KeyMap.Bindings[inputType]; }
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}
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private static bool AllowOnGUI(InputType input)
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{
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switch (input)
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{
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case InputType.Attack:
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case InputType.Shoot:
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return GUI.MouseOn == null;
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default:
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return true;
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}
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}
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public KeyOrMouse State
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{
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get { return binding; }
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}
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public void SetState()
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{
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hit = binding.IsHit() && AllowOnGUI(inputType);
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if (hit) hitQueue = true;
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held = binding.IsDown() && AllowOnGUI(inputType);
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if (held) heldQueue = true;
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}
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#endif
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public bool Hit
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{
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get
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{
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return hit;
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}
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set
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{
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hit = value;
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}
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}
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public bool Held
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{
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get
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{
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return held;
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}
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set
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{
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held = value;
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}
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}
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public void SetState(bool hit, bool held)
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{
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if (hit) hitQueue = true;
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if (held) heldQueue = true;
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}
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public bool DequeueHit()
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{
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bool value = hitQueue;
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hitQueue = false;
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return value;
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}
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public bool DequeueHeld()
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{
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bool value = heldQueue;
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heldQueue = false;
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return value;
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}
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public bool GetHeldQueue
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{
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get { return heldQueue; }
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}
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public bool GetHitQueue
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{
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get { return hitQueue; }
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}
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public void Reset()
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{
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hit = false;
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held = false;
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}
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public void ResetHit()
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{
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hit = false;
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//stateQueue = false;
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}
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public void ResetHeld()
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{
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held = false;
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//stateQueue = false;
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}
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}
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}
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