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Add semi-functional action inputs

master
NGnius 4 years ago
parent
commit
a9322a08dd
1 changed files with 38 additions and 0 deletions
  1. +38
    -0
      GamecraftModdingAPI/Input/FakeInput.cs

+ 38
- 0
GamecraftModdingAPI/Input/FakeInput.cs View File

@@ -62,6 +62,7 @@ namespace GamecraftModdingAPI.Input
playerID = inputEngine.GetLocalPlayerID();
}
ref InputEntityStruct currentInput = ref inputEngine.GetInputRef(playerID);
Utility.Logging.CommandLog($"Current sim frame {currentInput.frame}");
// set inputs
switch(hotbar)
{
@@ -106,6 +107,43 @@ namespace GamecraftModdingAPI.Input
if (paste) currentInput.guiMask |= RobocraftX.Common.Input.GuiInput.PasteSelection;
}

public static void ActionInput(uint playerID = uint.MaxValue, bool toggleMode = false, bool forward = false, bool backward = false, bool up = false, bool down = false, bool left = false, bool right = false, bool sprint = false, bool toggleFly = false, bool alt = false, bool primary = false, bool secondary = false, bool tertiary = false, bool primaryRelease = false, bool primaryHeld = false, bool secondaryHeld = false, bool toggleUnitGrid = false, bool ctrl = false, bool toggleColourMode = false, bool scaleBlockUp = false, bool scaleBlockDown = false, bool rotateBlockClockwise = false, bool rotateBlockCounterclockwise = false, bool cutSelection = false, bool copySelection = false, bool deleteSelection = false)
{
if (playerID == uint.MaxValue)
{
playerID = inputEngine.GetLocalPlayerID();
}
ref InputEntityStruct currentInput = ref inputEngine.GetInputRef(playerID);
Utility.Logging.CommandLog($"Current sim frame {currentInput.frame}");
// set inputs
if (toggleMode) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.ToggleSimulation;
if (forward) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.Forward;
if (backward) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.Backward;
if (up) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.Up;
if (down) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.Down;
if (left) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.Left;
if (right) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.Right;
if (sprint) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.Sprint;
if (toggleFly) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.SwitchFlyMode;
if (alt) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.AltAction;
if (primary) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.PrimaryAction;
if (secondary) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.SecondaryAction;
if (tertiary) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.TertiaryAction;
if (primaryRelease) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.PrimaryActionRelease;
if (primaryHeld) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.PrimaryActionHeld;
if (secondaryHeld) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.SecondaryActionHeld;
if (toggleUnitGrid) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.ToggleUnitGrid;
if (ctrl) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.CtrlAction;
if (toggleColourMode) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.ToggleColourMode;
if (scaleBlockUp) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.ScaleBlockUp;
if (scaleBlockDown) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.ScaleBlockDown;
if (rotateBlockClockwise) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.RotateBlockClockwise;
if (rotateBlockCounterclockwise) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.RotateBlockAnticlockwise;
if (cutSelection) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.CutSelection;
if (copySelection) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.CopySelection;
if (deleteSelection) currentInput.actionMask |= RobocraftX.Common.Input.ActionInput.DeleteSelection;
}

public static void Init()
{
GameEngineManager.AddGameEngine(inputEngine);


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