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- Add comments to describe what the function does
- Add comments to describe what the function does
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@ -92,8 +92,16 @@ export function getIconWithSettingName(config, settingName) {
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return getIconWithKey(config, key);
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}
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/**
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* Retrieve key from input keys eg: return "R" from "KEY_R"
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* @param configs
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* @param source Source of last input type. Eg: "gamepad"
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* @param devices List of all devices.
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* @param settingName Action for the input key.
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* @returns
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*/
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export function getKeyForLatestInput(configs, source, devices, settingName) {
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let config: any; // TODO: refine type
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let config: any;
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if (source === "gamepad") {
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config = configs[devices[Device.GAMEPAD]];
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} else {
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@ -134,6 +134,11 @@ export class UiInputs {
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buttonAB(button: Button): void {
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if (this.isInSettings()) {
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/**
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* When exiting the settings menu, this function
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* will update the the UI to update the text.
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* Eg: (E) Throw Poke ball -> (Shift) Throw Poke ball
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*/
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const whiteListUIModes: UiMode[] = [UiMode.MODIFIER_SELECT, UiMode.COMMAND];
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for (const uiMode of whiteListUIModes) {
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globalScene.ui.handlers[uiMode].updateTipsText();
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@ -240,7 +240,11 @@ export class CommandUiHandler extends UiHandler {
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}
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break;
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case Button.CYCLE_SHINY: {
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// Used to throw the last pokeball
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/**
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* When the Cycle Shiny button is pressed,
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* the last pokeball will be thrown.
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* This can only be used in the UiMode.COMMAND.
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*/
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const commandPhase = globalScene.phaseManager.getCurrentPhase() as CommandPhase;
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if (
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globalScene.currentBattle.battleType === BattleType.WILD
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@ -255,7 +259,13 @@ export class CommandUiHandler extends UiHandler {
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}
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break;
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}
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case Button.CYCLE_ABILITY: // Used to restart the battle
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case Button.CYCLE_ABILITY:
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/**
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* When the Cycle Ability button is pressed,
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* the UI will request the user if they would like
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* to restart the battle. This can only be used in
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* the UiMode.COMMAND.
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*/
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if (!globalScene.enableRetries) {
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break;
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}
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@ -376,6 +386,10 @@ export class CommandUiHandler extends UiHandler {
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this.cursorObj = null;
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}
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/**
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* To update text in the command when globalScene.enableHotkeyTips
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* is turned off or when action keys are changed.
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*/
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updateTipsText(): void {
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const throwBallKey = globalScene.enableHotkeyTips
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? ""
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@ -173,6 +173,10 @@ export class ModifierSelectUiHandler extends AwaitableUiHandler {
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globalScene.addInfoToggle(this.moveInfoOverlay);
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}
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/**
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* To update text in the command when globalScene.enableHotkeyTips
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* is turned off or when action keys are changed.
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*/
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updateTipsText(): void {
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this.updateRerollText();
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this.updateRerollCostPosition();
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@ -541,7 +545,11 @@ export class ModifierSelectUiHandler extends AwaitableUiHandler {
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success = this.setCursor(0);
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}
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break;
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case Button.CYCLE_SHINY: // R key, by default to reroll the shop
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case Button.CYCLE_SHINY:
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/**
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* When the Cycle Shiny button is pressed,
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* a reroll command will be played.
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*/
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if (this.onActionInput && globalScene.money >= this.rerollCost) {
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const originalOnActionInput = this.onActionInput;
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this.awaitingActionInput = true;
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@ -549,7 +557,11 @@ export class ModifierSelectUiHandler extends AwaitableUiHandler {
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originalOnActionInput(0, 0);
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}
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break;
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case Button.CYCLE_ABILITY: // E key, by default to lock rarity
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case Button.CYCLE_ABILITY:
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/**
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* When the Cycle Ability button is pressed,
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* the lock rarity will be enabled/disabled.
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*/
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if (this.onActionInput && this.lockRarityButtonContainer.visible) {
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const originalOnActionInput = this.onActionInput;
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this.awaitingActionInput = true;
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