Unstable v0.9.707.0
This commit is contained in:
@@ -11,7 +11,7 @@ using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class CharacterInventory : Inventory
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{
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{
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public enum Layout
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{
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Default,
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@@ -35,20 +35,13 @@ namespace Barotrauma
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}
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private static Dictionary<InvSlotType, Sprite> limbSlotIcons;
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private static Sprite inventoryBackgroundSprite, inventoryExtendButton, inventoryExtendUpArrow, inventoryExtendDownArrow;
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public Rectangle InventoryToggleArea;
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public bool InventoryToggleContains = false;
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private Vector2 inventoryExtendButtonOffset, inventoryArrowOffset;
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private int inventoryOpeningOffset;
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private Point prevResolution;
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public const InvSlotType PersonalSlots = InvSlotType.Card | InvSlotType.Headset | InvSlotType.InnerClothes | InvSlotType.OuterClothes | InvSlotType.Head;
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public Vector2[] SlotPositions;
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private Vector2 bgScale;
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private Point screenResolution;
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public Vector2[] SlotPositions;
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private Layout layout;
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public Layout CurrentLayout
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{
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@@ -57,7 +50,7 @@ namespace Barotrauma
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{
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if (layout == value) return;
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layout = value;
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SetSlotPositions();
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SetSlotPositions(layout);
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}
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}
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public bool Hidden { get; set; }
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@@ -66,8 +59,6 @@ namespace Barotrauma
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private float hidePersonalSlotsState;
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private GUIButton hideButton;
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private Rectangle personalSlotArea;
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private bool inventoryOpen = false;
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private bool wasInventoryToggledAutomatically = false;
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public bool HidePersonalSlots
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{
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@@ -112,16 +103,10 @@ namespace Barotrauma
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limbSlotIcons.Add(InvSlotType.LeftHand, new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(634, 0, 128, 128)));
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limbSlotIcons.Add(InvSlotType.RightHand, new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(762, 0, 128, 128)));
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limbSlotIcons.Add(InvSlotType.OuterClothes, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(256 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
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inventoryBackgroundSprite = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(252, 317, 263, 197));
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inventoryExtendButton = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(533, 300, 96, 19));
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inventoryExtendUpArrow = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(640, 310, 10, 10));
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inventoryExtendDownArrow = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(668, 310, 10, 10));
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}
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SlotPositions = new Vector2[SlotTypes.Length];
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CurrentLayout = Layout.Default;
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SetSlotPositions();
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SetSlotPositions(layout);
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}
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protected override ItemInventory GetActiveEquippedSubInventory(int slotIndex)
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@@ -157,6 +142,8 @@ namespace Barotrauma
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public override void CreateSlots()
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{
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if (slots == null) { slots = new InventorySlot[capacity]; }
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float multiplier = !GUI.IsFourByThree() ? UIScale : UIScale * 0.925f;
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for (int i = 0; i < capacity; i++)
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{
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@@ -166,7 +153,7 @@ namespace Barotrauma
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Rectangle slotRect = new Rectangle(
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(int)(SlotPositions[i].X),
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(int)(SlotPositions[i].Y),
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(int)(slotSprite.size.X * UIScale), (int)(slotSprite.size.Y * UIScale));
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(int)(slotSprite.size.X * multiplier), (int)(slotSprite.size.Y * multiplier));
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if (Items[i] != null)
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{
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@@ -208,54 +195,31 @@ namespace Barotrauma
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}
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}
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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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CalculateBackgroundFrame();
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}
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protected override void CalculateBackgroundFrame()
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{
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Rectangle frame = Rectangle.Empty;
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int firstSlotLocationY = 0;
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int lastSlotLocationY = 0;
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for (int i = 0; i < capacity; i++)
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{
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if (HideSlot(i)) continue;
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if (PersonalSlots.HasFlag(SlotTypes[i])) continue;
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if (IsHandSlot(SlotTypes[i])) continue;
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if (frame == Rectangle.Empty)
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{
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firstSlotLocationY = slots[i].Rect.Location.Y;
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frame = slots[i].Rect;
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continue;
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}
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frame = Rectangle.Union(frame, slots[i].Rect);
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lastSlotLocationY = slots[i].Rect.Location.Y;
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}
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frame.Inflate(25f * UIScale, 25f * UIScale);
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if (layout == Layout.Default)
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{
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inventoryOpeningOffset = firstSlotLocationY - lastSlotLocationY;
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bgScale = new Vector2((float)frame.Width / (float)inventoryBackgroundSprite.SourceRect.Width, (float)frame.Height / (float)inventoryBackgroundSprite.SourceRect.Height);
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inventoryExtendButtonOffset = new Vector2(inventoryExtendButton.size.X * UIScale * 1.5f / 2f, inventoryExtendButton.size.Y * UIScale * 1.5f / 2f + UIScale * 6);
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inventoryArrowOffset = new Vector2(inventoryExtendUpArrow.size.X * UIScale * 1.25f / 2f, inventoryExtendUpArrow.size.Y * UIScale * 1.25f / 2f);
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InventoryToggleArea = new Rectangle(new Point(frame.Center.X, frame.Top) - inventoryExtendButtonOffset.ToPoint(), inventoryExtendButton.size.ToPoint() + new Point(0, (int)(UIScale * 6f)));
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if (!inventoryOpen)
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{
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frame.Offset(0, inventoryOpeningOffset);
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InventoryToggleArea.Offset(0, inventoryOpeningOffset);
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}
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}
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frame.Inflate(10, 30);
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frame.Location -= new Point(0, 25);
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BackgroundFrame = frame;
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}
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protected override bool HideSlot(int i)
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{
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if (slots[i].Disabled) return true;
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if (slots[i].Disabled || (hideEmptySlot[i] && Items[i] == null)) return true;
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if (layout == Layout.Default)
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{
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@@ -268,23 +232,34 @@ namespace Barotrauma
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return true;
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}
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//don't show the equip slot if the item is also in the default inventory
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if (SlotTypes[i] != InvSlotType.Any && Items[i] != null)
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{
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for (int j = 0; j < capacity; j++)
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{
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if (SlotTypes[j] == InvSlotType.Any && Items[j] == Items[i]) return true;
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}
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}
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return false;
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}
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protected override bool IsSlotHiddenDueToToggleState(int i)
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private void SetSlotPositions(Layout layout)
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{
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return layout == Layout.Default && !inventoryOpen && slots[i].QuickUseKey == Keys.None && SlotTypes[i] == InvSlotType.Any;
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}
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int spacing;
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private void SetSlotPositions()
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{
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Layout layout = CurrentLayout;
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int spacing = (int)(10 * UIScale);
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Point slotSize = (SlotSpriteSmall.size * UIScale).ToPoint();
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bool isFourByThree = GUI.IsFourByThree();
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if (isFourByThree)
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{
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spacing = (int)(5 * UIScale);
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}
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else
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{
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spacing = (int)(10 * UIScale);
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}
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Point slotSize = !isFourByThree ? (SlotSpriteSmall.size * UIScale).ToPoint() : (SlotSpriteSmall.size * UIScale * .925f).ToPoint();
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int bottomOffset = slotSize.Y + spacing * 2 + ContainedIndicatorHeight;
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prevResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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if (slots == null) { CreateSlots(); }
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hideButton.Visible = false;
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@@ -296,47 +271,27 @@ namespace Barotrauma
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int personalSlotCount = SlotTypes.Count(s => PersonalSlots.HasFlag(s));
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int normalSlotCount = SlotTypes.Count(s => !PersonalSlots.HasFlag(s));
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int firstRowSlotCount = hotkeyCount > normalSlotCount ? normalSlotCount : hotkeyCount;
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int startX = GameMain.GraphicsWidth / 2 - firstRowSlotCount * (slotSize.X + spacing) / 2;
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int x = startX;
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int equipmentX = GameMain.GraphicsWidth - slotSize.X * 2;
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int buttonIndex = 0;
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int startY = GameMain.GraphicsHeight - bottomOffset;
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int y = startY;
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int handIndex = 1;
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int x = GameMain.GraphicsWidth / 2 - normalSlotCount * (slotSize.X + spacing) / 2;
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int upperX = GameMain.GraphicsWidth - slotSize.X * 2;
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//make sure the rightmost normal slot doesn't overlap with the personal slots
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x -= Math.Max(x + firstRowSlotCount * (slotSize.X + spacing) - (equipmentX - personalSlotCount * (slotSize.X + spacing)), 0);
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x -= Math.Max((x + normalSlotCount * (slotSize.X + spacing)) - (upperX - personalSlotCount * (slotSize.X + spacing)), 0);
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int hideButtonSlotIndex = -1;
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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if (PersonalSlots.HasFlag(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(equipmentX, startY);
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equipmentX -= slotSize.X + spacing;
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SlotPositions[i] = new Vector2(upperX, GameMain.GraphicsHeight - bottomOffset);
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upperX -= slotSize.X + spacing;
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personalSlotArea = (hideButtonSlotIndex == -1) ?
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new Rectangle(SlotPositions[i].ToPoint(), slotSize) :
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Rectangle.Union(personalSlotArea, new Rectangle(SlotPositions[i].ToPoint(), slotSize));
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hideButtonSlotIndex = i;
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}
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else if (IsHandSlot(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(startX - (slotSize.X + spacing * 4) - (slotSize.X + spacing) * handIndex, startY);
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handIndex--;
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}
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else
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{
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if (buttonIndex >= hotkeyCount)
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{
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y -= bottomOffset;
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buttonIndex = 0;
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x = startX;
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}
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buttonIndex++;
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SlotPositions[i] = new Vector2(x, y);
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
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x += slotSize.X + spacing;
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}
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}
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@@ -354,6 +309,7 @@ namespace Barotrauma
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break;
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case Layout.Right:
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{
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int extraOffset = 0;
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int x = HUDLayoutSettings.InventoryAreaLower.Right;
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int personalSlotX = HUDLayoutSettings.InventoryAreaLower.Right - slotSize.X - spacing;
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for (int i = 0; i < slots.Length; i++)
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@@ -364,35 +320,24 @@ namespace Barotrauma
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//upperX -= slotSize.X + spacing;
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}
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else
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{
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if (i < slots.Length - 5)
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{
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x -= slotSize.X + spacing;
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}
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{
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x -= slotSize.X + spacing;
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}
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}
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int lowerX = x;
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int y = GameMain.GraphicsHeight - bottomOffset;
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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if (HideSlot(i)) continue;
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if (PersonalSlots.HasFlag(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(personalSlotX, y - bottomOffset);
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SlotPositions[i] = new Vector2(personalSlotX, GameMain.GraphicsHeight - bottomOffset * 2 - extraOffset - spacing * 2);
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personalSlotX -= slots[i].Rect.Width + spacing;
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}
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else
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{
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SlotPositions[i] = new Vector2(x, y);
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset - extraOffset);
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x += slots[i].Rect.Width + spacing;
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if (i == SlotPositions.Length - 6)
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{
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x = lowerX + (slots[i].Rect.Width + spacing) * 2;
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y -= bottomOffset;
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}
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}
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}
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@@ -401,37 +346,28 @@ namespace Barotrauma
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{
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if (!HideSlot(i)) continue;
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x -= slots[i].Rect.Width + spacing;
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SlotPositions[i] = new Vector2(x, y);
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset - extraOffset);
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}
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}
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break;
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case Layout.Left:
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{
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int x = HUDLayoutSettings.InventoryAreaLower.Left;
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int y = GameMain.GraphicsHeight - bottomOffset;
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int x = HUDLayoutSettings.InventoryAreaLower.X;
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int personalSlotX = x;
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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if (HideSlot(i)) continue;
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if (PersonalSlots.HasFlag(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(personalSlotX, y - bottomOffset);
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SlotPositions[i] = new Vector2(personalSlotX, GameMain.GraphicsHeight - bottomOffset * 2 - spacing * 2);
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personalSlotX += slots[i].Rect.Width + spacing;
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}
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else
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{
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SlotPositions[i] = new Vector2(x, y);
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
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x += slots[i].Rect.Width + spacing;
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if (i == SlotPositions.Length - 7)
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{
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x -= (slots[i].Rect.Width + spacing) * 6;
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y -= bottomOffset;
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}
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}
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}
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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if (!HideSlot(i)) continue;
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@@ -483,11 +419,7 @@ namespace Barotrauma
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{
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HUDLayoutSettings.InventoryTopY = slots[0].EquipButtonRect.Y - (int)(15 * GUI.Scale);
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}
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}
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private bool IsHandSlot(InvSlotType slotType)
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{
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return slotType == InvSlotType.LeftHand || slotType == InvSlotType.RightHand;
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}
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protected override void ControlInput(Camera cam)
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@@ -500,32 +432,6 @@ namespace Barotrauma
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}
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}
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public void ToggleInventory(bool automaticToggle = false)
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{
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if (Character.Controlled == null || !Character.Controlled.IsHuman || wasInventoryToggledAutomatically || inventoryOpen && automaticToggle) return;
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inventoryOpen = !inventoryOpen;
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if (inventoryOpen)
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{
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wasInventoryToggledAutomatically = automaticToggle;
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BackgroundFrame.Offset(0, -inventoryOpeningOffset);
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InventoryToggleArea.Offset(0, -inventoryOpeningOffset);
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}
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else
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{
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BackgroundFrame.Offset(0, inventoryOpeningOffset);
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InventoryToggleArea.Offset(0, inventoryOpeningOffset);
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}
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}
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private void HandleAutomaticInventoryState()
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{
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if (wasInventoryToggledAutomatically && inventoryOpen && Character.Controlled.SelectedConstruction == null && Character.Controlled.SelectedCharacter == null)
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{
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wasInventoryToggledAutomatically = false;
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ToggleInventory();
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}
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}
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public override void Update(float deltaTime, Camera cam, bool isSubInventory = false)
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{
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if (!AccessibleWhenAlive && !character.IsDead)
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@@ -534,8 +440,6 @@ namespace Barotrauma
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return;
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}
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HandleAutomaticInventoryState();
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base.Update(deltaTime, cam);
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bool hoverOnInventory = GUI.MouseOn == null &&
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@@ -564,12 +468,6 @@ namespace Barotrauma
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slots[i].DrawOffset = Vector2.Lerp(Vector2.Zero, new Vector2(personalSlotArea.Width, 0.0f), hidePersonalSlotsState);
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}
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}
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InventoryToggleContains = InventoryToggleArea.Contains(PlayerInput.MousePosition);
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if (InventoryToggleContains && PlayerInput.PrimaryMouseButtonClicked())
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{
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ToggleInventory();
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}
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}
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if (hoverOnInventory) { HideTimer = 0.5f; }
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@@ -726,10 +624,7 @@ namespace Barotrauma
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private void HandleButtonEquipStates(Item item, InventorySlot slot, float deltaTime)
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{
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Rectangle modifiedRect = slot.EquipButtonRect;
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modifiedRect.Width = slot.InteractRect.Width;
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slot.EquipButtonState = modifiedRect.Contains(PlayerInput.MousePosition) ?
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slot.EquipButtonState = slot.EquipButtonRect.Contains(PlayerInput.MousePosition) ?
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GUIComponent.ComponentState.Hover : GUIComponent.ComponentState.None;
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if (PlayerInput.LeftButtonHeld() && PlayerInput.RightButtonHeld())
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{
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@@ -803,8 +698,6 @@ namespace Barotrauma
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continue;
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}
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if (num > hotkeyCount) break;
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if (SlotTypes[i] == InvSlotType.Any)
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{
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slots[i].QuickUseKey = Keys.D0 + num % 10;
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@@ -950,7 +843,7 @@ namespace Barotrauma
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if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
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{
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//player has selected the inventory of another character -> attempt to move the item there
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success = character.SelectedCharacter.Inventory.TryPutItem(item, Character.Controlled, item.AllowedSlots, true, true);
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success = character.SelectedCharacter.Inventory.TryPutItem(item, Character.Controlled, item.AllowedSlots, true);
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}
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break;
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case QuickUseAction.PutToContainer:
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@@ -966,7 +859,7 @@ namespace Barotrauma
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character.SelectedBy.Inventory != null)
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{
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//item is in the inventory of another character -> attempt to get the item from there
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success = character.SelectedBy.Inventory.TryPutItemWithAutoEquipCheck(item, Character.Controlled, item.AllowedSlots, true, true);
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success = character.SelectedBy.Inventory.TryPutItemWithAutoEquipCheck(item, Character.Controlled, item.AllowedSlots, true);
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}
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break;
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case QuickUseAction.TakeFromContainer:
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@@ -985,7 +878,7 @@ namespace Barotrauma
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// No subinventory found or placing unsuccessful -> attempt to put in the character's inventory
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if (!success)
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{
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success = TryPutItemWithAutoEquipCheck(item, Character.Controlled, item.AllowedSlots, true, true);
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success = TryPutItemWithAutoEquipCheck(item, Character.Controlled, item.AllowedSlots, true);
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}
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break;
|
||||
case QuickUseAction.PutToEquippedItem:
|
||||
@@ -1017,86 +910,128 @@ namespace Barotrauma
|
||||
GUI.PlayUISound(success ? GUISoundType.PickItem : GUISoundType.PickItemFail);
|
||||
}
|
||||
|
||||
public void DrawThis(SpriteBatch spriteBatch)
|
||||
public void DrawOwn(SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!AccessibleWhenAlive && !character.IsDead) { return; }
|
||||
if (slots == null) { CreateSlots(); }
|
||||
|
||||
if (prevResolution.X != GameMain.GraphicsWidth || prevResolution.Y != GameMain.GraphicsHeight)
|
||||
if (!AccessibleWhenAlive && !character.IsDead) return;
|
||||
if (slots == null) CreateSlots();
|
||||
if (GameMain.GraphicsWidth != screenResolution.X ||
|
||||
GameMain.GraphicsHeight != screenResolution.Y ||
|
||||
prevUIScale != UIScale ||
|
||||
prevHUDScale != GUI.Scale)
|
||||
{
|
||||
SetSlotPositions();
|
||||
SetSlotPositions(layout);
|
||||
prevUIScale = UIScale;
|
||||
prevHUDScale = GUI.Scale;
|
||||
}
|
||||
|
||||
if (layout == Layout.Center)
|
||||
{
|
||||
CalculateBackgroundFrame();
|
||||
GUI.DrawRectangle(spriteBatch, BackgroundFrame, Color.Black * 0.8f, true);
|
||||
GUI.DrawString(spriteBatch,
|
||||
new Vector2((int)(BackgroundFrame.Center.X - GUI.Font.MeasureString(character.Name).X / 2), (int)BackgroundFrame.Y + 5),
|
||||
character.Name, Color.White * 0.9f);
|
||||
}
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (HideSlot(i)) continue;
|
||||
|
||||
Rectangle interactRect = slots[i].InteractRect;
|
||||
interactRect.Location += slots[i].DrawOffset.ToPoint();
|
||||
|
||||
//don't draw the item if it's being dragged out of the slot
|
||||
bool drawItem = draggingItem == null || draggingItem != Items[i] || interactRect.Contains(PlayerInput.MousePosition);
|
||||
DrawSlot(spriteBatch, this, slots[i], Items[i], i, drawItem, SlotTypes[i]);
|
||||
}
|
||||
|
||||
if (hideButton != null && hideButton.Visible && !Locked)
|
||||
{
|
||||
hideButton.DrawManually(spriteBatch, alsoChildren: true);
|
||||
}
|
||||
|
||||
if (layout == Layout.Default)
|
||||
{
|
||||
inventoryBackgroundSprite.Draw(spriteBatch, BackgroundFrame.Location.ToVector2(), Color.White, Vector2.Zero, rotate: 0, scale: bgScale);
|
||||
|
||||
Vector2 backgroundFrameCenter = new Vector2(BackgroundFrame.Center.X, BackgroundFrame.Top);
|
||||
inventoryExtendButton.Draw(spriteBatch, backgroundFrameCenter - inventoryExtendButtonOffset, Color.White, scale: UIScale * 1.5f);
|
||||
|
||||
Vector2 arrowPosition = backgroundFrameCenter - inventoryArrowOffset;
|
||||
if (inventoryOpen)
|
||||
{
|
||||
inventoryExtendDownArrow.Draw(spriteBatch, arrowPosition, Color.White, scale: UIScale * 1.25f);
|
||||
}
|
||||
else
|
||||
{
|
||||
inventoryExtendUpArrow.Draw(spriteBatch, arrowPosition, Color.White, scale: UIScale * 1.25f);
|
||||
}
|
||||
|
||||
GUI.DrawString(spriteBatch, arrowPosition + new Vector2(UIScale * 25, -3 * UIScale), GameMain.Config.KeyBindText(InputType.ToggleInventory), Color.White, font: GUI.HotkeyFont);
|
||||
}
|
||||
|
||||
InventorySlot highlightedQuickUseSlot = null;
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (HideSlot(i)) continue;
|
||||
if (IsSlotHiddenDueToToggleState(i)) continue;
|
||||
|
||||
InventorySlot slot = slots[i];
|
||||
|
||||
Item item = Items[i];
|
||||
InvSlotType slotType = SlotTypes[i];
|
||||
|
||||
Rectangle interactRect = slot.InteractRect;
|
||||
interactRect.Location += slot.DrawOffset.ToPoint();
|
||||
|
||||
//don't draw the item if it's being dragged out of the slot
|
||||
bool drawItem = draggingItem == null || draggingItem != item || interactRect.Contains(PlayerInput.MousePosition);
|
||||
DrawSlot(spriteBatch, this, slot, item, i, drawItem, slotType);
|
||||
|
||||
if (item == null || (draggingItem == item && !slot.InteractRect.Contains(PlayerInput.MousePosition)) || !item.AllowedSlots.Any(a => a != InvSlotType.Any))
|
||||
if (Items[i] == null ||
|
||||
(draggingItem == Items[i] && !slots[i].InteractRect.Contains(PlayerInput.MousePosition)) ||
|
||||
!Items[i].AllowedSlots.Any(a => a != InvSlotType.Any))
|
||||
{
|
||||
//draw limb icons on empty slots
|
||||
if (limbSlotIcons.ContainsKey(slotType))
|
||||
if (limbSlotIcons.ContainsKey(SlotTypes[i]))
|
||||
{
|
||||
var icon = limbSlotIcons[slotType];
|
||||
icon.Draw(spriteBatch, slot.Rect.Center.ToVector2() + slot.DrawOffset, GUIColorSettings.EquipmentSlotIconColor, origin: icon.size / 2, scale: slot.Rect.Width / icon.size.X);
|
||||
var icon = limbSlotIcons[SlotTypes[i]];
|
||||
icon.Draw(spriteBatch, slots[i].Rect.Center.ToVector2() + slots[i].DrawOffset, GUIColorSettings.EquipmentSlotIconColor, origin: icon.size / 2, scale: slots[i].Rect.Width / icon.size.X);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (draggingItem == Items[i] && !slots[i].IsHighlighted) continue;
|
||||
|
||||
//draw hand icons if the item is equipped in a hand slot
|
||||
if (IsInLimbSlot(Items[i], InvSlotType.LeftHand))
|
||||
{
|
||||
var icon = limbSlotIcons[InvSlotType.LeftHand];
|
||||
icon.Draw(spriteBatch, new Vector2(slots[i].Rect.X, slots[i].Rect.Bottom) + slots[i].DrawOffset, Color.White * 0.6f, origin: new Vector2(icon.size.X * 0.35f, icon.size.Y * 0.75f), scale: slots[i].Rect.Width / icon.size.X * 0.7f);
|
||||
}
|
||||
if (IsInLimbSlot(Items[i], InvSlotType.RightHand))
|
||||
{
|
||||
var icon = limbSlotIcons[InvSlotType.RightHand];
|
||||
icon.Draw(spriteBatch, new Vector2(slots[i].Rect.Right, slots[i].Rect.Bottom) + slots[i].DrawOffset, Color.White * 0.6f, origin: new Vector2(icon.size.X * 0.65f, icon.size.Y * 0.75f), scale: slots[i].Rect.Width / icon.size.X * 0.7f);
|
||||
}
|
||||
|
||||
// Draw always on hotkeys
|
||||
if (slot.QuickUseKey != Keys.None)
|
||||
{
|
||||
DrawIndicatorAndHotkey(spriteBatch, slot, slot.EquipButtonState == GUIComponent.ComponentState.Hover);
|
||||
}
|
||||
GUIComponent.ComponentState state = slots[i].EquipButtonState;
|
||||
if (state == GUIComponent.ComponentState.Hover)
|
||||
{
|
||||
highlightedQuickUseSlot = slots[i];
|
||||
}
|
||||
|
||||
if (!Items[i].AllowedSlots.Any(a => a == InvSlotType.Any))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (draggingItem == item && !slot.IsHighlighted) continue;
|
||||
|
||||
bool hover = slot.EquipButtonState == GUIComponent.ComponentState.Hover;
|
||||
if (hover) highlightedQuickUseSlot = slot;
|
||||
|
||||
if (!item.AllowedSlots.Any(a => a == InvSlotType.Any)) continue;
|
||||
|
||||
DrawIndicatorAndHotkey(spriteBatch, slot, hover);
|
||||
Color color = Color.White;
|
||||
if (Locked)
|
||||
{
|
||||
color *= 0.5f;
|
||||
}
|
||||
|
||||
if (character.HasEquippedItem(Items[i]))
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case GUIComponent.ComponentState.None:
|
||||
EquippedIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
||||
break;
|
||||
case GUIComponent.ComponentState.Hover:
|
||||
EquippedHoverIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
||||
break;
|
||||
case GUIComponent.ComponentState.Pressed:
|
||||
case GUIComponent.ComponentState.Selected:
|
||||
case GUIComponent.ComponentState.HoverSelected:
|
||||
EquippedClickedIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (state)
|
||||
{
|
||||
case GUIComponent.ComponentState.None:
|
||||
UnequippedIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
||||
break;
|
||||
case GUIComponent.ComponentState.Hover:
|
||||
UnequippedHoverIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
||||
break;
|
||||
case GUIComponent.ComponentState.Pressed:
|
||||
case GUIComponent.ComponentState.Selected:
|
||||
case GUIComponent.ComponentState.HoverSelected:
|
||||
UnequippedClickedIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (highlightedQuickUseSlot != null && !string.IsNullOrEmpty(highlightedQuickUseSlot.QuickUseButtonToolTip))
|
||||
@@ -1104,30 +1039,5 @@ namespace Barotrauma
|
||||
GUIComponent.DrawToolTip(spriteBatch, highlightedQuickUseSlot.QuickUseButtonToolTip, highlightedQuickUseSlot.EquipButtonRect);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawIndicatorAndHotkey(SpriteBatch spriteBatch, InventorySlot slot, bool hover)
|
||||
{
|
||||
|
||||
Color indicatorColor = (hover) ? Color.White : Color.White * 0.8f;
|
||||
|
||||
/*if (character.HasEquippedItem(item))
|
||||
{
|
||||
indicatorColor = hover ? GUIColorSettings.InventorySlotEquippedColor : GUIColorSettings.InventorySlotEquippedColor * 0.8f;
|
||||
}
|
||||
else
|
||||
{
|
||||
indicatorColor = hover ? GUIColorSettings.InventorySlotColor : GUIColorSettings.InventorySlotColor * 0.8f;
|
||||
}*/
|
||||
|
||||
if (Locked) indicatorColor *= 0.3f;
|
||||
|
||||
Rectangle equipRect = slot.EquipButtonRect;
|
||||
EquipIndicator.Draw(spriteBatch, new Vector2(equipRect.Center.X, equipRect.Bottom), indicatorColor, EquipIndicator.Origin, 0, UIScale * 0.6f);
|
||||
|
||||
if (slot.QuickUseKey != Keys.None)
|
||||
{
|
||||
GUI.DrawString(spriteBatch, new Vector2(slot.Rect.Center.X - 2, slot.Rect.Top), slot.QuickUseKey.ToString().Substring(1, 1), Color.Black, font: GUI.HotkeyFont);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user