quickslot selections are controlled by the ingame rather than the 'bar UI'

This commit is contained in:
minjaesong
2019-01-13 02:17:49 +09:00
parent 822b9bf4fd
commit d9c7d3c681
10 changed files with 45 additions and 77 deletions

View File

@@ -116,11 +116,11 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
// UI aliases
lateinit var uiAliases: ArrayList<UICanvas>
private set
lateinit var uiAlasesPausing: ArrayList<UICanvas>
lateinit var uiAliasesPausing: ArrayList<UICanvas>
private set
inline val paused: Boolean
get() = uiAlasesPausing.map { if (it.isOpened) return true else 0 }.isEmpty() // isEmply is always false, which we want
get() = uiAliasesPausing.map { if (it.isOpened) return true else 0 }.isEmpty() // isEmpty is always false, which we want
/**
* Set to false if UI is opened; set to true if UI is closed.
*/
@@ -355,13 +355,13 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
uiTooltip
// drawn last
)
uiAlasesPausing = arrayListOf(
uiAliasesPausing = arrayListOf(
uiInventoryPlayer,
//uiInventoryContainer,
consoleHandler,
uiCheatMotherfuckerNootNoot
)
uiAlasesPausing.forEach { addUI(it) } // put them all to the UIContainer
uiAliasesPausing.forEach { addUI(it) } // put them all to the UIContainer
uiAliases.forEach { addUI(it) } // put them all to the UIContainer
@@ -958,7 +958,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
actorsRenderOverlay.forEach { it.dispose() }
uiAliases.forEach { it.dispose() }
uiAlasesPausing.forEach { it.dispose() }
uiAliasesPausing.forEach { it.dispose() }
WatchDotAlph.dispose()