Commands are now content
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@@ -4,37 +4,27 @@ import arc.*;
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import arc.scene.style.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.ctype.*;
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import mindustry.gen.*;
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import mindustry.input.*;
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public class UnitStance{
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/** List of all stances by ID. */
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public class UnitStance extends MappableContent{
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/** @deprecated now a content type, use the methods in Vars.content instead */
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@Deprecated
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public static final Seq<UnitStance> all = new Seq<>();
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public static final UnitStance
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public static UnitStance stop, shoot, holdFire, pursueTarget, patrol, ram;
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stop = new UnitStance("stop", "cancel", Binding.cancel_orders), //not a real stance, cannot be selected, just cancels ordewrs
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shoot = new UnitStance("shoot", "commandAttack", Binding.unit_stance_shoot),
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holdFire = new UnitStance("holdfire", "none", Binding.unit_stance_hold_fire),
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pursueTarget = new UnitStance("pursuetarget", "right", Binding.unit_stance_pursue_target),
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patrol = new UnitStance("patrol", "refresh", Binding.unit_stance_patrol),
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ram = new UnitStance("ram", "rightOpen", Binding.unit_stance_ram);
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/** Unique ID number. */
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public final int id;
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/** Named used for tooltip/description. */
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public final String name;
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/** Name of UI icon (from Icon class). */
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public final String icon;
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/** Key to press for this stance. */
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public @Nullable Binding keybind = null;
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public UnitStance(String name, String icon, Binding keybind){
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this.name = name;
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super(name);
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this.icon = icon;
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this.keybind = keybind;
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id = all.size;
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all.add(this);
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}
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@@ -50,8 +40,22 @@ public class UnitStance{
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return (char) Iconc.codes.get(icon, Iconc.cancel);
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}
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@Override
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public ContentType getContentType(){
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return ContentType.unitStance;
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}
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@Override
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public String toString(){
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return "UnitStance:" + name;
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}
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public static void loadAll(){
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stop = new UnitStance("stop", "cancel", Binding.cancel_orders);
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shoot = new UnitStance("shoot", "commandAttack", Binding.unit_stance_shoot);
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holdFire = new UnitStance("holdfire", "none", Binding.unit_stance_hold_fire);
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pursueTarget = new UnitStance("pursuetarget", "right", Binding.unit_stance_pursue_target);
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patrol = new UnitStance("patrol", "refresh", Binding.unit_stance_patrol);
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ram = new UnitStance("ram", "rightOpen", Binding.unit_stance_ram);
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}
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}
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