Fixed bugs with multiplayer on Android and new place modes
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@@ -36,6 +36,7 @@ public abstract class InputHandler extends InputAdapter{
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public PlaceMode placeMode = android ? PlaceMode.cursor : PlaceMode.hold;
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public PlaceMode breakMode = android ? PlaceMode.none : PlaceMode.holdDelete;
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public PlaceMode lastPlaceMode = placeMode;
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public PlaceMode lastBreakMode = breakMode;
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public abstract void update();
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public abstract float getCursorX();
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@@ -1,8 +1,6 @@
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package io.anuke.mindustry.input;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.Input.Buttons;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Colors;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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@@ -11,7 +9,6 @@ import io.anuke.mindustry.ui.fragments.ToolFragment;
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import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.ucore.core.Draw;
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import io.anuke.ucore.core.Inputs;
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import io.anuke.ucore.core.Timers;
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import io.anuke.ucore.scene.utils.Cursors;
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import io.anuke.ucore.util.Bundles;
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@@ -97,12 +94,9 @@ public enum PlaceMode{
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Vector2 offset = tile.block().getPlaceOffset();
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float fract = control.getInput().breaktime / tile.getBreakTime();
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if(Inputs.buttonDown(Buttons.RIGHT)){
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Draw.color(Color.YELLOW, Color.SCARLET, fract);
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Draw.linecrect(tile.worldx() + offset.x, tile.worldy() + offset.y, tile.block().width * Vars.tilesize, tile.block().height * Vars.tilesize);
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}else if(android && control.getInput().breaktime > 0){
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if(android && control.getInput().breaktime > 0){
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Draw.color(Colors.get("breakStart"), Colors.get("break"), fract);
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Draw.polygon(tile.worldy() + offset.y, tile.worldx() + offset.x, 25, 4 + (1f - fract) * 26);
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Draw.polygon(tile.worldx() + offset.y, tile.worldy() + offset.x, 25, 4 + (1f - fract) * 26);
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}
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Draw.reset();
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}
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