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diff_multi_target_bugs.patch
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78 lines (73 loc) · 3.08 KB
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diff --git a/Assembly-CSharp/Accessibility/AccessibleGameplay.cs b/Assembly-CSharp/Accessibility/AccessibleGameplay.cs
index 679e83f..527a037 100644
--- a/Assembly-CSharp/Accessibility/AccessibleGameplay.cs
+++ b/Assembly-CSharp/Accessibility/AccessibleGameplay.cs
@@ -500,10 +500,11 @@ namespace Accessibility
return;
case AccessibleGameState.CHOICE_MODE:
HandleCheckStatusKeys();
- HandleChoiceMode();
+ bool canHandleChoiceMode=HandleChoiceMode();
+ if(!canHandleChoiceMode) HandleTargetMode();
return;
case AccessibleGameState.TARGET_MODE:
- HandleCardReadingInput();
+ //HandleCardReadingInput();
HandleCheckStatusKeys();
HandleTargetMode();
return;
@@ -514,7 +515,7 @@ namespace Accessibility
HandleTradeCardWhenHoldingCardInput();
return;
case AccessibleGameState.PLAYING_CARD:
- HandleCardReadingInput();
+ //HandleCardReadingInput();
HandleCheckStatusKeys();
HandlePlayingCard();
HandleTradeCardWhenHoldingCardInput();
@@ -982,12 +983,11 @@ namespace Accessibility
HandleChoiceMode();
}
- protected void HandleChoiceMode()
+ protected bool HandleChoiceMode()
{
if (m_accessibleChoiceCards == null || !m_accessibleChoiceCards.IsReading())
{
- HandleTargetMode();//cludgy workaround
- return; // yield
+ return false; // yield
}
try
{
@@ -1007,12 +1007,13 @@ namespace Accessibility
{
m_accessibleChoiceCards.HandleAccessibleInput();
}
+ return true;
}
protected void HandleTargetMode()
{
//if (m_prevState != AccessibleGameState.TARGET_MODE) // Was broken due to play
- if (m_prevResponseMode != m_curResponseMode)
+ if (m_prevResponseMode != m_curResponseMode&&m_curResponseMode!=GameState.ResponseMode.CHOICE)
{
AccessibilityMgr.Output(this, LocalizationUtils.Get(LocalizationKey.GAMEPLAY_CHOOSE_TARGET));
@@ -1022,10 +1023,10 @@ namespace Accessibility
}
}
HandleZoneInput();
+ HandleCardReadingInput();
HandleValidOptionsSelectionInput();
HandleZoneSelection(true);
-
HandleConfirmOrCancel(true);
}
@@ -1112,7 +1113,7 @@ namespace Accessibility
{
m_curState = AccessibleGameState.CHOICE_MODE;
}
- else if (GameState.Get().IsInTargetMode())
+ else if (GameState.Get().IsInTargetMode()||m_curResponseMode==GameState.ResponseMode.OPTION_TARGET)
{
m_curState = AccessibleGameState.TARGET_MODE;
}