Rework input buffer to match HDR closer (#79)
## Summary - Preserve distinct same-action bindings in rollback input frames. - Add independent command lifetimes with tap and state-scoped hold buffering. - Detect second shield bindings and consume shield commands for air dodge. - Fix duplicate keyboard mappings being overwritten. Reviewed-on: #79 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #79.
This commit is contained in:
@@ -30,9 +30,15 @@ pub fn sample_keyboard(key: &ButtonInput<KeyCode>, input_map: &BaseInputMap) ->
|
||||
InputMapAction::MovementYDir(sign) => {
|
||||
input_frame.movement.y += (sign) * action_strength
|
||||
}
|
||||
InputMapAction::Jump => input_frame.jump = action_strength != FGi32::ZERO,
|
||||
InputMapAction::Shield => input_frame.shield = action_strength != FGi32::ZERO,
|
||||
InputMapAction::Attack => input_frame.attack = action_strength != FGi32::ZERO,
|
||||
InputMapAction::Jump | InputMapAction::Shield | InputMapAction::Attack => {
|
||||
if let Some(action) = keyboard_elment.action.digital_action() {
|
||||
input_frame.bindings.set(
|
||||
action,
|
||||
keyboard_elment.binding_slot,
|
||||
action_strength != FGi32::ZERO,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user