Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

170 lines
5.9 KiB
C#

using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Barotrauma.Networking;
using Lidgren.Network;
using System.Collections.Generic;
using Barotrauma.Items.Components;
namespace Barotrauma
{
partial class CharacterInventory : Inventory
{
private static Texture2D icons;
public Vector2[] SlotPositions;
private GUIButton[] useOnSelfButton;
partial void InitProjSpecific()
{
useOnSelfButton = new GUIButton[2];
if (icons == null) icons = TextureLoader.FromFile("Content/UI/inventoryIcons.png");
SlotPositions = new Vector2[limbSlots.Length];
int rectWidth = 40, rectHeight = 40;
int spacing = 10;
for (int i = 0; i < SlotPositions.Length; i++)
{
switch (i)
{
//head, torso, legs
case 0:
case 1:
case 2:
SlotPositions[i] = new Vector2(
spacing,
GameMain.GraphicsHeight - (spacing + rectHeight) * (3 - i));
break;
//lefthand, righthand
case 3:
case 4:
SlotPositions[i] = new Vector2(
spacing * 2 + rectWidth + (spacing + rectWidth) * (i - 2),
GameMain.GraphicsHeight - (spacing + rectHeight) * 3);
useOnSelfButton[i - 3] = new GUIButton(
new Rectangle((int)SlotPositions[i].X, (int)(SlotPositions[i].Y - spacing - rectHeight),
rectWidth, rectHeight), "Use", "")
{
UserData = i,
OnClicked = UseItemOnSelf
};
break;
case 5:
SlotPositions[i] = new Vector2(
spacing * 2 + rectWidth + (spacing + rectWidth) * (i - 5),
GameMain.GraphicsHeight - (spacing + rectHeight) * 3);
break;
default:
SlotPositions[i] = new Vector2(
spacing * 2 + rectWidth + (spacing + rectWidth) * ((i - 6) % 5),
GameMain.GraphicsHeight - (spacing + rectHeight) * ((i > 10) ? 2 : 1));
break;
}
}
}
private bool UseItemOnSelf(GUIButton button, object obj)
{
if (!(obj is int)) return false;
int slotIndex = (int)obj;
return UseItemOnSelf(slotIndex);
}
protected override void CreateSlots()
{
if (slots == null) slots = new InventorySlot[capacity];
int rectWidth = 40, rectHeight = 40;
Rectangle slotRect = new Rectangle(0, 0, rectWidth, rectHeight);
for (int i = 0; i < capacity; i++)
{
if (slots[i] == null) slots[i] = new InventorySlot(slotRect);
slots[i].Disabled = false;
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
slots[i].Rect = slotRect;
slots[i].Color = limbSlots[i] == InvSlotType.Any ? Color.White * 0.2f : Color.White * 0.4f;
}
MergeSlots();
}
public void DrawOwn(SpriteBatch spriteBatch)
{
if (slots == null) CreateSlots();
Rectangle slotRect = new Rectangle(0, 0, 40, 40);
for (int i = 0; i < capacity; i++)
{
slotRect.X = (int)(SlotPositions[i].X + DrawOffset.X);
slotRect.Y = (int)(SlotPositions[i].Y + DrawOffset.Y);
if (i == 1) //head
{
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
new Rectangle(0, 0, 56, 128), Color.White * 0.7f, 0.0f,
new Vector2(28.0f, 64.0f), Vector2.One,
SpriteEffects.None, 0.1f);
}
else if (i == 3 || i == 4)
{
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
new Rectangle(92, 41 * (4 - i), 36, 40), Color.White * 0.7f, 0.0f,
new Vector2(18.0f, 20.0f), Vector2.One,
SpriteEffects.None, 0.1f);
}
else if (i == 5)
{
spriteBatch.Draw(icons, new Vector2(slotRect.Center.X, slotRect.Center.Y),
new Rectangle(57, 0, 31, 32), Color.White * 0.7f, 0.0f,
new Vector2(15.0f, 16.0f), Vector2.One,
SpriteEffects.None, 0.1f);
}
}
base.Draw(spriteBatch);
if (character == Character.Controlled)
{
for (int i = 0; i < capacity; i++)
{
if (selectedSlot != i &&
Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
{
useOnSelfButton[i - 3].Draw(spriteBatch);
}
}
}
if (selectedSlot > -1)
{
DrawSubInventory(spriteBatch, selectedSlot);
if (selectedSlot > -1 &&
!slots[selectedSlot].IsHighlighted &&
(draggingItem == null || draggingItem.Container != Items[selectedSlot]))
{
selectedSlot = -1;
}
}
}
}
}