Better logic related to selecting / deselecting target-based actions (#2962)

This commit is contained in:
chairbender
2021-01-10 06:27:55 -08:00
committed by GitHub
parent aeb3c1832e
commit ee6c28aede
5 changed files with 42 additions and 11 deletions

View File

@@ -404,8 +404,7 @@ namespace Content.Client.UserInterface
ItemTag => action is ItemActionPrototype,
NotItemTag => action is ActionPrototype,
InstantActionTag => action.BehaviorType == BehaviorType.Instant,
TargetActionTag => action.BehaviorType == BehaviorType.TargetEntity ||
action.BehaviorType == BehaviorType.TargetPoint,
TargetActionTag => action.IsTargetAction,
ToggleActionTag => action.BehaviorType == BehaviorType.Toggle,
_ => action.Filters.Contains(tag)
};

View File

@@ -337,9 +337,9 @@ namespace Content.Client.UserInterface
actionSlot.EnableAction();
actionSlot.Cooldown = actionState.Cooldown;
// if we are targeting with an action now on cooldown, stop targeting
// if we are targeting for this action and it's now on cooldown, stop targeting if we're supposed to
if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action &&
actionState.IsOnCooldown(_gameTiming))
actionState.IsOnCooldown(_gameTiming) && action.DeselectOnCooldown)
{
StopTargeting();
}
@@ -410,10 +410,10 @@ namespace Content.Client.UserInterface
// action is currently granted
actionSlot.EnableAction();
// if we are targeting with an action now on cooldown, stop targeting
// if we are targeting with an action now on cooldown, stop targeting if we should
if (SelectingTargetFor?.Action != null && SelectingTargetFor.Action == action &&
SelectingTargetFor.Item == itemEntity &&
actionState.IsOnCooldown(_gameTiming))
actionState.IsOnCooldown(_gameTiming) && action.DeselectOnCooldown)
{
StopTargeting();
}

View File

@@ -53,8 +53,10 @@ namespace Content.Client.UserInterface.Controls
/// <summary>
/// Is there an action in the slot that can currently be used?
/// Target-basedActions on cooldown can still be selected / deselected if they've been configured as such
/// </summary>
public bool CanUseAction => HasAssignment && ActionEnabled && !IsOnCooldown;
public bool CanUseAction => Action != null && ActionEnabled &&
(!IsOnCooldown || (Action.IsTargetAction && !Action.DeselectOnCooldown));
/// <summary>
/// Item the action is provided by, only valid if Action is an ItemActionPrototype. May be null
@@ -340,8 +342,10 @@ namespace Content.Client.UserInterface.Controls
/// </summary>
public void Depress(bool depress)
{
// action can still be toggled if it's allowed to stay selected
if (!CanUseAction) return;
if (_depressed && !depress)
{
// fire the action