briefy showing item name to the quickslot when the selection has changed

This commit is contained in:
minjaesong
2022-01-10 16:19:56 +09:00
parent 48f62e11bf
commit 946f75183c
15 changed files with 125 additions and 42 deletions

View File

@@ -220,7 +220,7 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
ItemCodex[it.itm]!!.effectWhileInPocket(this, delta)
}
else { // equipped
ItemCodex[it.itm]!!.effectWhenEquipped(this, delta)
ItemCodex[it.itm]!!.effectWhileEquipped(this, delta)
}
}
}

View File

@@ -27,9 +27,14 @@ class ActorInventory() : FixtureInventory() {
/**
* List of all equipped items (tools, armours, rings, necklaces, etc.)
*
* The ItemID must be `dynamicID`
*/
val itemEquipped = Array<ItemID?>(GameItem.EquipPosition.INDEX_MAX) { null }
/**
* The ItemID must be `dynamicID`
*/
val quickSlot = Array<ItemID?>(UIQuickslotBar.SLOT_COUNT) { null } // 0: Slot 1, 9: Slot 10

View File

@@ -164,23 +164,40 @@ class IngamePlayer : ActorHumanoid {
return spriteHeadTexture
}
override fun equipItem(item: GameItem) {
super.equipItem(item)
private var unequipNoSpriteUpdate = false
// TODO redraw sprite with held item sprite (use sprite joint "HELD_ITEM")
if (item.equipPosition == GameItem.EquipPosition.HAND_GRIP) {
override fun equipItem(item: GameItem) {
val oldItemID = inventory.itemEquipped[item.equipPosition]
unequipNoSpriteUpdate = true
super.equipItem(item) // also calls unequipItem internally
// redraw sprite with held item sprite (use sprite joint "HELD_ITEM")
if (item.dynamicID != oldItemID && item.equipPosition == GameItem.EquipPosition.HAND_GRIP) {
rebuildfun(item)
animDescGlow?.let { rebuildfunGlow(item) }
}
unequipNoSpriteUpdate = false
// println("IngamePlayer.equipItem")
// printStackTrace(this)
}
override fun unequipItem(item: GameItem?) {
super.unequipItem(item)
// redraw sprite without held item sprite (use sprite joint "HELD_ITEM")
item?.let { item -> if (item.equipPosition == GameItem.EquipPosition.HAND_GRIP) {
rebuildfun(null)
animDescGlow?.let { rebuildfunGlow(null) }
} }
if (!unequipNoSpriteUpdate) {
item?.let { item ->
if (item.equipPosition == GameItem.EquipPosition.HAND_GRIP) {
rebuildfun(null)
animDescGlow?.let { rebuildfunGlow(null) }
}
}
}
// println("IngamePlayer.unequipItem")
// printStackTrace(this)
}
}

View File

@@ -57,17 +57,21 @@ interface Pocketed {
* Equips an item. If the item is not in the inventory, adds the item first.
*/
fun equipItem(item: GameItem) {
val oldItemID = inventory.itemEquipped[item.equipPosition]
if (!inventory.contains(item)) {
println("[Pocketed] Item does not exist; adding one before equipped")
inventory.add(item)
}
// unequip item that's already there
unequipSlot(item.equipPosition)
if (item.dynamicID != oldItemID) {
unequipSlot(item.equipPosition) // also fires effectOnUnequip unconditionally
}
if (item.equipPosition >= 0) {
inventory.itemEquipped[item.equipPosition] = item.dynamicID
item.effectWhenEquipped(this as ActorWithBody, App.UPDATE_RATE)
item.effectWhileEquipped(this as ActorWithBody, App.UPDATE_RATE)
}
// else do nothing
}