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Refactor the HUD and the killing mechanics #291

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nicemicro opened this issue Jan 28, 2021 · 0 comments
Open

Refactor the HUD and the killing mechanics #291

nicemicro opened this issue Jan 28, 2021 · 0 comments
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feature New feature being added
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@nicemicro
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nicemicro commented Jan 28, 2021

Currently, only the infiltrator kill and reload actions have a HUD, but it is limited to a gun that only shots once, and it reacts independent of whether the killing is enabled or not.
To close this issue, one must implement:

  • A universal HUD for all players
  • Instead of using the role of the player to simply show a gun, there should be a table distributing locked items (currently only the gun, but later a poison injection, etc. might be added) to certain roles, and the HUD should show the locked item(s) the player got assigned.
  • Active "gun" icon only when there is someone in range to kill
  • Items: the item picked up should appear on screen (and it hides the gun icon). It should allow the users to drop or use the item.
  • Dynamic "Use" icon for interacting with tasks.

EDIT
A PR addressing this issue should also resolve the fact that item pick up and task interaction uses the same collision layer but uses totally different mechanisms for the interaction.

@nicemicro nicemicro added the feature New feature being added label Jan 28, 2021
@nicemicro nicemicro added this to the Alpha milestone Jan 28, 2021
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