mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-10 02:24:05 +09:00
quickslot selections are controlled by the ingame rather than the 'bar UI'
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@@ -116,11 +116,11 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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// UI aliases
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lateinit var uiAliases: ArrayList<UICanvas>
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private set
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lateinit var uiAlasesPausing: ArrayList<UICanvas>
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lateinit var uiAliasesPausing: ArrayList<UICanvas>
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private set
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inline val paused: Boolean
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get() = uiAlasesPausing.map { if (it.isOpened) return true else 0 }.isEmpty() // isEmply is always false, which we want
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get() = uiAliasesPausing.map { if (it.isOpened) return true else 0 }.isEmpty() // isEmpty is always false, which we want
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/**
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* Set to false if UI is opened; set to true if UI is closed.
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*/
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@@ -355,13 +355,13 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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uiTooltip
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// drawn last
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)
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uiAlasesPausing = arrayListOf(
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uiAliasesPausing = arrayListOf(
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uiInventoryPlayer,
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//uiInventoryContainer,
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consoleHandler,
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uiCheatMotherfuckerNootNoot
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)
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uiAlasesPausing.forEach { addUI(it) } // put them all to the UIContainer
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uiAliasesPausing.forEach { addUI(it) } // put them all to the UIContainer
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uiAliases.forEach { addUI(it) } // put them all to the UIContainer
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@@ -958,7 +958,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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actorsRenderOverlay.forEach { it.dispose() }
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uiAliases.forEach { it.dispose() }
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uiAlasesPausing.forEach { it.dispose() }
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uiAliasesPausing.forEach { it.dispose() }
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WatchDotAlph.dispose()
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@@ -358,14 +358,7 @@ open class ActorHumanoid(
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}
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override fun keyDown(keycode: Int): Boolean {
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// quickslot (quickbar)
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val quickbarKeys = AppLoader.getConfigIntArray("keyquickbars")
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if (keycode in quickbarKeys) {
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actorValue[AVKey.__PLAYER_QUICKSLOTSEL] = quickbarKeys.indexOf(keycode)
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}
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return true
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return false
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}
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@@ -11,8 +11,8 @@ import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_WALLS
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import net.torvald.terrarum.itemproperties.ItemID
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import net.torvald.terrarum.lock
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.modulebasegame.ui.UIQuickslotBar
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import java.util.*
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import java.util.concurrent.locks.Lock
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import java.util.concurrent.locks.ReentrantLock
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/**
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@@ -30,13 +30,13 @@ class ActorInventory(val actor: Pocketed, var maxCapacity: Int, var capacityMode
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/**
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* List of all equipped items (tools, armours, rings, necklaces, etc.)
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*/
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val itemEquipped = Array<GameItem?>(GameItem.EquipPosition.INDEX_MAX, { null })
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val itemEquipped = Array<GameItem?>(GameItem.EquipPosition.INDEX_MAX) { null }
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/**
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* Sorted by referenceID.
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*/
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val itemList = ArrayList<InventoryPair>()
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val quickBar = Array<ItemID?>(10, { null }) // 0: Slot 1, 9: Slot 10
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val quickSlot = Array<ItemID?>(UIQuickslotBar.SLOT_COUNT) { null } // 0: Slot 1, 9: Slot 10
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var currency = 0 // unified currency for whole civs; Dwarf Fortress approach seems too complicated
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@@ -127,10 +127,10 @@ class ActorInventory(val actor: Pocketed, var maxCapacity: Int, var capacityMode
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}
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fun setQuickBar(slot: Int, dynamicID: ItemID?) {
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quickBar[slot] = dynamicID
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quickSlot[slot] = dynamicID
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}
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fun getQuickslot(slot: Int): InventoryPair? = getByDynamicID(quickBar[slot])
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fun getQuickslot(slot: Int): InventoryPair? = getByDynamicID(quickSlot[slot])
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/**
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* HashMap<GameItem, Amounts>
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@@ -1,6 +1,5 @@
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package net.torvald.terrarum.modulebasegame.ui
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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@@ -87,24 +86,6 @@ class UIQuickslotBar : UICanvas() {
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return true
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}
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override fun keyDown(keycode: Int): Boolean {
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selection = when (keycode) {
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Input.Keys.NUM_1 -> 0
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Input.Keys.NUM_2 -> 1
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Input.Keys.NUM_3 -> 2
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Input.Keys.NUM_4 -> 3
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Input.Keys.NUM_5 -> 4
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Input.Keys.NUM_6 -> 5
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Input.Keys.NUM_7 -> 6
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Input.Keys.NUM_8 -> 7
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Input.Keys.NUM_9 -> 8
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Input.Keys.NUM_0 -> 9
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else -> return false
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}
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return true
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}
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override fun dispose() {
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}
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