Closed heinezen closed 5 months ago
has merge conflicts :) another design point: when units die during being selected, intuitively managing and activating the selected unit's status seems better placed at the hud layer. otherwise the dieing must influence the selectability as simulated unit state, instead of the selectability being a flag & then-visible unit data drawn in the hud
merge conflicts are fixed :)
another design point: when units die during being selected, intuitively managing and activating the selected unit's status seems better placed at the hud layer. otherwise the dieing must influence the selectability as simulated unit state, instead of the selectability being a flag & then-visible unit data drawn in the hud
Also relevant for the input layer since the selection queue for the controller resides there. This back propagation of the unit state is a bit hard to do across thread boundaries. We can probably manage that via another interface to the presenter though.
Depends on https://github.com/SFTtech/openage/pull/1550
Adds drag selection to the possible inputs.
Selectable
ability