mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-18 22:44:04 +09:00
briefy showing item name to the quickslot when the selection has changed
This commit is contained in:
@@ -46,6 +46,11 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
|
||||
var newName: String = "I AM VITUN PLACEHOLDER"
|
||||
private set
|
||||
|
||||
/**
|
||||
* If custom name is configured, its name (`newName`) is returned; otherwise the `originalName` is returned.
|
||||
*
|
||||
* Assigning value to this field will set the `newName`
|
||||
*/
|
||||
var name: String
|
||||
set(value) {
|
||||
newName = value
|
||||
@@ -180,9 +185,9 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
|
||||
open fun effectWhileInPocket(actor: ActorWithBody, delta: Float) { }
|
||||
|
||||
/**
|
||||
* Effects applied immediately only once if picked up
|
||||
* Effects applied immediately only once when picked up
|
||||
*/
|
||||
open fun effectWhenPickedUp(actor: ActorWithBody, delta: Float) { }
|
||||
open fun effectOnPickup(actor: ActorWithBody, delta: Float) { }
|
||||
|
||||
/**
|
||||
* Apply effects (continuously or not) while primary button is down.
|
||||
@@ -217,17 +222,17 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
|
||||
//open fun startSecondaryUse(delta: Float): Boolean = false
|
||||
|
||||
open fun endPrimaryUse(actor: ActorWithBody, delta: Float): Boolean = false
|
||||
open fun endSecondaryUse(actor: ActorWithBody, delta: Float): Boolean = false
|
||||
//open fun endSecondaryUse(actor: ActorWithBody, delta: Float): Boolean = false
|
||||
|
||||
/**
|
||||
* Effects applied immediately only once if thrown (discarded) from pocket
|
||||
* Effects applied immediately only once when thrown (discarded) from pocket
|
||||
*/
|
||||
open fun effectWhenThrown(actor: ActorWithBody, delta: Float) { }
|
||||
open fun effectOnThrow(actor: ActorWithBody, delta: Float) { }
|
||||
|
||||
/**
|
||||
* Effects applied (continuously or not) when equipped (drawn/pulled out)
|
||||
* Effects applied (continuously or not) while being equipped (drawn/pulled out)
|
||||
*/
|
||||
open fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { }
|
||||
open fun effectWhileEquipped(actor: ActorWithBody, delta: Float) { }
|
||||
|
||||
/**
|
||||
* Effects applied only once when unequipped
|
||||
|
||||
Reference in New Issue
Block a user