Jump to content

[Solved / Impossible] [1.8.9] Unregister a KeyBinding?


Lucavon

Recommended Posts

Hi!

I'm registering a KeyBinding using this code:

[embed=425,349]

    public static KeyBinding debugKey = new KeyBinding("Debug Key", Keyboard.KEY_H, "Debug");

    ClientRegistry.registerKeyBinding(debugKey);

[/embed]

Now my question is, since there is nothing like ClientRegistry.unregisterKeyBinding() , if there is a way to unregister a KeyBinding again?

What I'm trying to do is to only add the KeyBinding when, for example, the user has a certain item in the inventory. If they don't have it in their inventory, the keybinding simply does not exist.

I know there are different ways to do that, but what I need to do is exactly that - unregistering (and registering) KeyBindings on runtime.

Is this possible?

Thanks,

-Lucavon :)

Link to comment
Share on other sites

Key bindings aren't meant to be dynamically registered/unregistered, they're meant to be registered once at startup.

 

If you only want the key binding to function when the player is holding a certain item, check that in your handler before you perform the function.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.