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@@ -1750,7 +1750,7 @@ namespace RolePlaying
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}
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}
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// back out of the action
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// back out of the action
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- if (InputManager.IsActionTriggered(InputManager.Action.Back))
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+ if (InputManager.IsActionTriggered(InputManager.InputAction.Back))
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{
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{
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highlightedCombatant.CombatAction = null;
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highlightedCombatant.CombatAction = null;
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SetTargets(null, 0);
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SetTargets(null, 0);
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@@ -1758,14 +1758,14 @@ namespace RolePlaying
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}
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}
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// start the action
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// start the action
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- if (InputManager.IsActionTriggered(InputManager.Action.Ok))
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+ if (InputManager.IsActionTriggered(InputManager.InputAction.Ok))
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{
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{
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highlightedCombatant.CombatAction.Start();
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highlightedCombatant.CombatAction.Start();
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return;
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return;
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}
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}
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// go to the next target
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// go to the next target
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- if (InputManager.IsActionTriggered(InputManager.Action.TargetUp))
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+ if (InputManager.IsActionTriggered(InputManager.InputAction.TargetUp))
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{
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{
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// cycle through monsters or party members
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// cycle through monsters or party members
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if (highlightedCombatant.CombatAction.IsOffensive)
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if (highlightedCombatant.CombatAction.IsOffensive)
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@@ -1805,7 +1805,7 @@ namespace RolePlaying
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return;
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return;
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}
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}
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// go to the previous target
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// go to the previous target
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- else if (InputManager.IsActionTriggered(InputManager.Action.TargetDown))
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+ else if (InputManager.IsActionTriggered(InputManager.InputAction.TargetDown))
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{
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{
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// cycle through monsters or party members
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// cycle through monsters or party members
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if (highlightedCombatant.CombatAction.IsOffensive)
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if (highlightedCombatant.CombatAction.IsOffensive)
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@@ -1857,7 +1857,7 @@ namespace RolePlaying
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{
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{
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// move to the previous living character
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// move to the previous living character
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if (InputManager.IsActionTriggered(
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if (InputManager.IsActionTriggered(
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- InputManager.Action.ActiveCharacterLeft))
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+ InputManager.InputAction.ActiveCharacterLeft))
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{
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{
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int newHighlightedPlayer = highlightedPlayer;
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int newHighlightedPlayer = highlightedPlayer;
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do
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do
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@@ -1879,7 +1879,7 @@ namespace RolePlaying
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}
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}
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// move to the next living character
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// move to the next living character
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else if (InputManager.IsActionTriggered(
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else if (InputManager.IsActionTriggered(
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- InputManager.Action.ActiveCharacterRight))
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+ InputManager.InputAction.ActiveCharacterRight))
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{
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{
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int newHighlightedPlayer = highlightedPlayer;
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int newHighlightedPlayer = highlightedPlayer;
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do
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do
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