Merge branch 'master' of https://github.com/Regalis11/Barotrauma
This commit is contained in:
@@ -124,6 +124,8 @@ namespace Barotrauma
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{
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character.SelectedCharacter.Inventory.Update(deltaTime);
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}
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Inventory.UpdateDragging();
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}
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}
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@@ -234,6 +236,11 @@ namespace Barotrauma
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if (grabHoldButton.Visible) grabHoldButton.Draw(spriteBatch);
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}
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if (character.Inventory != null && !character.LockHands && character.Stun >= -0.1f)
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{
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Inventory.DrawDragging(spriteBatch);
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}
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if (character.FocusedCharacter != null && character.FocusedCharacter.CanBeSelected)
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{
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Vector2 startPos = character.DrawPosition + (character.FocusedCharacter.DrawPosition - character.DrawPosition) * 0.7f;
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@@ -2,6 +2,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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@@ -119,7 +120,7 @@ namespace Barotrauma
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}
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public override void Update(float deltaTime, bool subInventory = false)
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public override void Update(float deltaTime, bool isSubInventory = false)
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{
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base.Update(deltaTime);
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@@ -157,19 +158,39 @@ namespace Barotrauma
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}
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}
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draggingItem = null;
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GUI.PlayUISound(wasPut ? GUISoundType.PickItem : GUISoundType.PickItemFail);
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}
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if (selectedSlot > -1)
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if (highlightedSubInventorySlot != null)
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{
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UpdateSubInventory(deltaTime, selectedSlot);
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UpdateSubInventory(deltaTime, highlightedSubInventorySlot.SlotIndex);
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if (highlightedSubInventory.slots == null ||
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(!highlightedSubInventorySlot.Slot.InteractRect.Contains(PlayerInput.MousePosition) && !highlightedSubInventory.slots.Any(s => s.InteractRect.Contains(PlayerInput.MousePosition))))
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{
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highlightedSubInventory = null;
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highlightedSubInventorySlot = null;
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}
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}
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else
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{
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if (selectedSlot?.Inventory == this)
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{
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var subInventory = GetSubInventory(selectedSlot.SlotIndex);
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if (subInventory != null)
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{
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highlightedSubInventory = subInventory;
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highlightedSubInventorySlot = selectedSlot;
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}
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}
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}
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if (character == Character.Controlled)
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{
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for (int i = 0; i < capacity; i++)
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{
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if (selectedSlot != i &&
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if ((selectedSlot == null || selectedSlot.SlotIndex != i) &&
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Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
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{
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//-3 because selected items are in slots 3 and 4 (hands)
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@@ -220,7 +241,7 @@ namespace Barotrauma
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}
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}
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selectedSlot = -1;
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selectedSlot = null;
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}
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public void DrawOwn(SpriteBatch spriteBatch)
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@@ -270,7 +291,7 @@ namespace Barotrauma
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{
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for (int i = 0; i < capacity; i++)
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{
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if (selectedSlot != i &&
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if ((selectedSlot == null || selectedSlot.SlotIndex != i) &&
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Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
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{
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useOnSelfButton[i - 3].Draw(spriteBatch);
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@@ -278,15 +299,11 @@ namespace Barotrauma
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}
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}
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if (selectedSlot > -1)
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for (int i = 0; i < capacity; i++)
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{
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DrawSubInventory(spriteBatch, selectedSlot);
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if (selectedSlot > -1 &&
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!slots[selectedSlot].IsHighlighted &&
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(draggingItem == null || draggingItem.Container != Items[selectedSlot]))
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if (slots[i].IsHighlighted)
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{
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selectedSlot = -1;
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DrawSubInventory(spriteBatch, i);
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}
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}
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}
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@@ -68,6 +68,22 @@ namespace Barotrauma
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partial class Inventory
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{
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protected class SlotReference
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{
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public readonly Inventory Inventory;
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public readonly InventorySlot Slot;
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public readonly int SlotIndex;
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public bool IsSubSlot;
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public SlotReference(Inventory inventory, InventorySlot slot, int slotIndex, bool isSubSlot)
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{
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Inventory = inventory;
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Slot = slot;
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SlotIndex = slotIndex;
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IsSubSlot = isSubSlot;
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}
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}
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public static InventorySlot draggingSlot;
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public static Item draggingItem;
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@@ -80,9 +96,12 @@ namespace Barotrauma
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set { slotsPerRow = Math.Max(1, value); }
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}
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protected int selectedSlot = -1;
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protected static SlotReference highlightedSubInventorySlot;
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protected static Inventory highlightedSubInventory;
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protected InventorySlot[] slots;
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protected static SlotReference selectedSlot;
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public InventorySlot[] slots;
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private Vector2 centerPos;
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@@ -135,6 +154,11 @@ namespace Barotrauma
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slots[i] = new InventorySlot(slotRect);
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}
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if (selectedSlot != null && selectedSlot.Inventory == this)
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{
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selectedSlot = new SlotReference(this, slots[selectedSlot.SlotIndex], selectedSlot.SlotIndex, selectedSlot.IsSubSlot);
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}
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}
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public virtual void Update(float deltaTime, bool subInventory = false)
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@@ -150,22 +174,8 @@ namespace Barotrauma
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for (int i = 0; i < capacity; i++)
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{
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if (slots[i].Disabled) continue;
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UpdateSlot(slots[i], i, Items[i], false);
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UpdateSlot(slots[i], i, Items[i], subInventory);
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}
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if (draggingItem != null &&
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(draggingSlot == null || (!draggingSlot.InteractRect.Contains(PlayerInput.MousePosition) && draggingItem.ParentInventory == this)))
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{
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if (!PlayerInput.LeftButtonHeld())
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{
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CreateNetworkEvent();
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draggingItem.Drop();
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GUI.PlayUISound(GUISoundType.DropItem);
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}
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}
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}
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protected void UpdateSlot(InventorySlot slot, int slotIndex, Item item, bool isSubSlot)
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@@ -173,20 +183,16 @@ namespace Barotrauma
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bool mouseOn = slot.InteractRect.Contains(PlayerInput.MousePosition) && !Locked;
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slot.State = GUIComponent.ComponentState.None;
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if (!(this is CharacterInventory) && !mouseOn && selectedSlot == slotIndex)
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{
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selectedSlot = -1;
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}
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if (mouseOn &&
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(draggingItem != null || selectedSlot == slotIndex || selectedSlot == -1))
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(draggingItem != null || selectedSlot == null || selectedSlot.Slot == slot) &&
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(highlightedSubInventory == null || highlightedSubInventory == this || highlightedSubInventorySlot?.Slot == slot))
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{
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slot.State = GUIComponent.ComponentState.Hover;
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if (!isSubSlot && selectedSlot == -1)
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if (selectedSlot == null || (!selectedSlot.IsSubSlot && isSubSlot))
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{
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selectedSlot = slotIndex;
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selectedSlot = new SlotReference(this, slot, slotIndex, isSubSlot);
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}
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if (draggingItem == null)
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@@ -203,38 +209,29 @@ namespace Barotrauma
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{
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doubleClickedItem = item;
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}
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if (draggingItem != Items[slotIndex])
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{
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//selectedSlot = slotIndex;
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if (TryPutItem(draggingItem, slotIndex, true, Character.Controlled))
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{
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if (slots != null) slots[slotIndex].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
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GUI.PlayUISound(GUISoundType.PickItem);
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}
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else
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{
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if (slots != null) slots[slotIndex].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
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GUI.PlayUISound(GUISoundType.PickItemFail);
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}
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draggingItem = null;
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draggingSlot = null;
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}
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}
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}
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}
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}
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protected Inventory GetSubInventory(int slotIndex)
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{
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var item = Items[slotIndex];
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if (item == null) return null;
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var container = item.GetComponent<ItemContainer>();
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if (container == null) return null;
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return container.Inventory;
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}
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public void UpdateSubInventory(float deltaTime, int slotIndex)
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{
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var item = Items[slotIndex];
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if (item == null) return;
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Inventory subInventory = GetSubInventory(slotIndex);
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if (subInventory == null) return;
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var container = item.GetComponent<ItemContainer>();
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if (container == null) return;
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if (subInventory.slots == null) subInventory.CreateSlots();
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if (container.Inventory.slots == null) container.Inventory.CreateSlots();
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int itemCapacity = container.Capacity;
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int itemCapacity = subInventory.Items.Length;
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var slot = slots[slotIndex];
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new Rectangle(slot.Rect.X - 5, slot.Rect.Y - (40 + 10) * itemCapacity - 5,
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@@ -246,17 +243,17 @@ namespace Barotrauma
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for (int i = 0; i < itemCapacity; i++)
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{
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subRect.Y = subRect.Y - subRect.Height - 10;
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container.Inventory.slots[i].Rect = subRect;
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container.Inventory.slots[i].InteractRect = subRect;
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container.Inventory.slots[i].InteractRect.Inflate(5, 5);
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subInventory.slots[i].Rect = subRect;
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subInventory.slots[i].InteractRect = subRect;
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subInventory.slots[i].InteractRect.Inflate(5, 5);
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}
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container.Inventory.isSubInventory = true;
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subInventory.isSubInventory = true;
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slots[slotIndex].State = GUIComponent.ComponentState.Hover;
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container.Inventory.Update(deltaTime, true);
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subInventory.Update(deltaTime, true);
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}
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@@ -274,17 +271,6 @@ namespace Barotrauma
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DrawSlot(spriteBatch, slots[i], Items[i], drawItem);
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}
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if (draggingItem != null &&
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(draggingSlot == null || (!draggingSlot.InteractRect.Contains(PlayerInput.MousePosition) && draggingItem.ParentInventory == this)))
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{
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Rectangle dragRect = new Rectangle(
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(int)PlayerInput.MousePosition.X - 10,
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(int)PlayerInput.MousePosition.Y - 10,
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40, 40);
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DrawSlot(spriteBatch, new InventorySlot(dragRect), draggingItem);
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}
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for (int i = 0; i < capacity; i++)
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{
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if (slots[i].InteractRect.Contains(PlayerInput.MousePosition) && !slots[i].Disabled && Items[i] != null)
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@@ -373,9 +359,57 @@ namespace Barotrauma
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container.Inventory.Draw(spriteBatch, true);
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if (!containerRect.Contains(PlayerInput.MousePosition))
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}
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public static void UpdateDragging()
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{
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if (draggingItem != null && PlayerInput.LeftButtonReleased())
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{
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if (draggingItem == null || draggingItem.Container != item) selectedSlot = -1;
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if (selectedSlot == null)
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{
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draggingItem.ParentInventory?.CreateNetworkEvent();
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draggingItem.Drop();
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GUI.PlayUISound(GUISoundType.DropItem);
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}
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else if (selectedSlot.Inventory.Items[selectedSlot.SlotIndex] != draggingItem)
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{
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Inventory selectedInventory = selectedSlot.Inventory;
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int slotIndex = selectedSlot.SlotIndex;
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if (selectedInventory.TryPutItem(draggingItem, slotIndex, true, Character.Controlled))
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{
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if (selectedInventory.slots != null) selectedInventory.slots[slotIndex].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
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GUI.PlayUISound(GUISoundType.PickItem);
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}
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else
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{
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if (selectedInventory.slots != null) selectedInventory.slots[slotIndex].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
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GUI.PlayUISound(GUISoundType.PickItemFail);
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}
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draggingItem = null;
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draggingSlot = null;
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}
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draggingItem = null;
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}
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if (selectedSlot != null && !selectedSlot.Slot.InteractRect.Contains(PlayerInput.MousePosition))
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{
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selectedSlot = null;
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}
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}
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public static void DrawDragging(SpriteBatch spriteBatch)
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{
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if (draggingItem == null) return;
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if (draggingSlot == null || (!draggingSlot.InteractRect.Contains(PlayerInput.MousePosition)))
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{
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Rectangle dragRect = new Rectangle(
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(int)PlayerInput.MousePosition.X - 10,
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(int)PlayerInput.MousePosition.Y - 10,
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40, 40);
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DrawSlot(spriteBatch, new InventorySlot(dragRect), draggingItem);
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}
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}
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Reference in New Issue
Block a user