Use new command binding system supporting multiple bindings (#1043)

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
chairbender
2020-05-31 14:32:05 -07:00
committed by GitHub
parent f14701033b
commit 12f3b6bb7b
10 changed files with 102 additions and 62 deletions

View File

@@ -14,6 +14,7 @@ using Robust.Client.Interfaces.Graphics.Overlays;
using Robust.Client.Interfaces.Input;
using Robust.Client.Player;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
@@ -31,8 +32,6 @@ namespace Content.Client.GameObjects.EntitySystems
[Dependency] private readonly IGameTiming _gameTiming;
#pragma warning restore 649
private InputSystem _inputSystem;
public override void Initialize()
{
base.Initialize();
@@ -40,9 +39,16 @@ namespace Content.Client.GameObjects.EntitySystems
_gameHud.OnCombatModeChanged = OnCombatModeChanged;
_gameHud.OnTargetingZoneChanged = OnTargetingZoneChanged;
_inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
_inputSystem.BindMap.BindFunction(ContentKeyFunctions.ToggleCombatMode,
InputCmdHandler.FromDelegate(CombatModeToggled));
CommandBinds.Builder
.Bind(ContentKeyFunctions.ToggleCombatMode,
InputCmdHandler.FromDelegate(CombatModeToggled))
.Register<CombatModeSystem>();
}
public override void Shutdown()
{
CommandBinds.Unregister<CombatModeSystem>();
base.Shutdown();
}
private void CombatModeToggled(ICommonSession session)