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

@@ -6,6 +6,7 @@ using Robust.Client.GameObjects.EntitySystems;
using Robust.Client.Player;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
@@ -24,11 +25,19 @@ namespace Content.Client.GameObjects.EntitySystems
base.Initialize();
var inputSys = EntitySystemManager.GetEntitySystem<InputSystem>();
inputSys.BindMap.BindFunction(ContentKeyFunctions.OpenCraftingMenu,
new PointerInputCmdHandler(HandleOpenCraftingMenu));
inputSys.BindMap.BindFunction(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUse));
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenCraftingMenu,
new PointerInputCmdHandler(HandleOpenCraftingMenu))
.Bind(EngineKeyFunctions.Use,
new PointerInputCmdHandler(HandleUse))
.Register<ConstructorSystem>();
}
public override void Shutdown()
{
CommandBinds.Unregister<ConstructorSystem>();
base.Shutdown();
}
private bool HandleOpenCraftingMenu(in PointerInputCmdHandler.PointerInputCmdArgs args)