Bindings per command/stance
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@@ -68,27 +68,6 @@ public class PlacementFragment{
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Binding.block_select_down
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};
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Binding[] stanceBindings = {
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Binding.cancel_orders,
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Binding.unit_stance_1,
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Binding.unit_stance_2,
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Binding.unit_stance_3,
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Binding.unit_stance_4,
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Binding.unit_stance_5,
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};
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Binding[] commandBindings = {
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Binding.unit_command_1,
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Binding.unit_command_2,
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Binding.unit_command_3,
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Binding.unit_command_4,
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Binding.unit_command_5,
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Binding.unit_command_6,
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Binding.unit_command_7,
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Binding.unit_command_8,
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Binding.unit_command_9,
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};
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public PlacementFragment(){
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Events.on(WorldLoadEvent.class, event -> {
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Core.app.post(() -> {
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@@ -607,17 +586,17 @@ public class PlacementFragment{
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}
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//not a huge fan of running input logic here, but it's convenient as the stance arrays are all here...
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for(int i = 0; i < Math.min(stanceBindings.length, stances.size); i++){
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for(UnitStance stance : stances){
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//first stance must always be the stop stance
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if(Core.input.keyTap(stanceBindings[i]) && (i != 0 || stances.get(0) == UnitStance.stop)){
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Call.setUnitStance(player, control.input.selectedUnits.mapInt(un -> un.id).toArray(), stances.get(i));
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if(stance.keybind != null && Core.input.keyTap(stance.keybind)){
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Call.setUnitStance(player, control.input.selectedUnits.mapInt(un -> un.id).toArray(), stance);
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}
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}
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for(int i = 0; i < Math.min(commandBindings.length, commands.size); i++){
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for(UnitCommand command : commands){
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//first stance must always be the stop stance
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if(Core.input.keyTap(commandBindings[i])){
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Call.setUnitCommand(player, control.input.selectedUnits.mapInt(un -> un.id).toArray(), commands.get(i));
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if(command.keybind != null && Core.input.keyTap(command.keybind)){
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Call.setUnitCommand(player, control.input.selectedUnits.mapInt(un -> un.id).toArray(), command);
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}
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}
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}
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