1134 lines
51 KiB
C#
1134 lines
51 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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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public enum Layout
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{
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Default,
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Left,
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Right,
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Center
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}
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private enum QuickUseAction
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{
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None,
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Equip,
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Unequip,
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Drop,
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TakeFromContainer,
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TakeFromCharacter,
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PutToContainer,
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PutToCharacter,
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PutToEquippedItem,
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UseTreatment,
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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 Layout layout;
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public Layout CurrentLayout
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{
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get { return layout; }
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set
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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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}
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}
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public bool Hidden { get; set; }
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private bool hidePersonalSlots;
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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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get { return hidePersonalSlots; }
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}
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public Rectangle PersonalSlotArea
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{
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get { return personalSlotArea; }
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}
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partial void InitProjSpecific(XElement element)
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{
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Hidden = true;
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hideButton = new GUIButton(new RectTransform(new Point((int)(30 * GUI.Scale), (int)(60 * GUI.Scale)), GUI.Canvas)
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{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
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"", style: "UIToggleButton");
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hideButton.Children.ForEach(c => c.SpriteEffects = SpriteEffects.FlipHorizontally);
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hideButton.OnClicked += (GUIButton btn, object userdata) =>
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{
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hidePersonalSlots = !hidePersonalSlots;
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foreach (GUIComponent child in btn.Children)
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{
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child.SpriteEffects = hidePersonalSlots ? SpriteEffects.None : SpriteEffects.FlipHorizontally;
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}
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return true;
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};
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hidePersonalSlots = false;
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if (limbSlotIcons == null)
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{
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limbSlotIcons = new Dictionary<InvSlotType, Sprite>();
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int margin = 2;
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limbSlotIcons.Add(InvSlotType.Headset, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(384 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
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limbSlotIcons.Add(InvSlotType.InnerClothes, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(512 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
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limbSlotIcons.Add(InvSlotType.Card, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(640 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
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limbSlotIcons.Add(InvSlotType.Head, new Sprite("Content/UI/MainIconsAtlas.png", new Rectangle(896 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
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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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}
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protected override ItemInventory GetActiveEquippedSubInventory(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 ||
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!character.CanAccessInventory(container.Inventory) ||
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!container.KeepOpenWhenEquipped ||
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!character.HasEquippedItem(container.Item))
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{
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return null;
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}
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return container.Inventory;
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}
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protected override void PutItem(Item item, int i, Character user, bool removeItem = true, bool createNetworkEvent = true)
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{
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base.PutItem(item, i, user, removeItem, createNetworkEvent);
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CreateSlots();
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}
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public override void RemoveItem(Item item)
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{
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if (!Items.Contains(item)) { return; }
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base.RemoveItem(item);
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CreateSlots();
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}
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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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for (int i = 0; i < capacity; i++)
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{
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InventorySlot prevSlot = slots[i];
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Sprite slotSprite = SlotSpriteSmall;
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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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if (Items[i] != null)
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{
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ItemContainer itemContainer = Items[i].GetComponent<ItemContainer>();
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if (itemContainer != null)
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{
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if (itemContainer.InventoryTopSprite != null) slotRect.Width = Math.Max(slotRect.Width, (int)(itemContainer.InventoryTopSprite.size.X * UIScale));
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if (itemContainer.InventoryBottomSprite != null) slotRect.Width = Math.Max(slotRect.Width, (int)(itemContainer.InventoryBottomSprite.size.X * UIScale));
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}
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}
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slots[i] = new InventorySlot(slotRect)
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{
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SubInventoryDir = Math.Sign(GameMain.GraphicsHeight / 2 - slotRect.Center.Y),
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Disabled = false,
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SlotSprite = slotSprite,
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Color = SlotTypes[i] == InvSlotType.Any ? Color.White * 0.2f : Color.White * 0.4f
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};
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if (prevSlot != null)
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{
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slots[i].DrawOffset = prevSlot.DrawOffset;
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slots[i].Color = prevSlot.Color;
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}
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if (selectedSlot?.ParentInventory == this && selectedSlot.SlotIndex == i)
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{
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selectedSlot = new SlotReference(this, slots[i], i, selectedSlot.IsSubSlot, selectedSlot.Inventory);
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}
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}
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AssignQuickUseNumKeys();
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highlightedSubInventorySlots.RemoveWhere(s => s.Inventory.OpenState <= 0.0f);
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foreach (var subSlot in highlightedSubInventorySlots)
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{
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if (subSlot.ParentInventory == this && subSlot.SlotIndex > 0 && subSlot.SlotIndex < slots.Length)
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{
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subSlot.Slot = slots[subSlot.SlotIndex];
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}
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}
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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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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 (layout == Layout.Default)
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{
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if (PersonalSlots.HasFlag(SlotTypes[i]) && !personalSlotArea.Contains(slots[i].Rect.Center + slots[i].DrawOffset.ToPoint())) return true;
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}
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//no need to draw the right hand slot if the item is in both hands
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if (Items[i] != null && SlotTypes[i] == InvSlotType.RightHand && IsInLimbSlot(Items[i], InvSlotType.LeftHand))
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{
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return true;
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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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{
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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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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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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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switch (layout)
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{
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case Layout.Default:
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{
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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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//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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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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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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x += slotSize.X + spacing;
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}
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}
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if (hideButtonSlotIndex > -1)
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{
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hideButton.RectTransform.SetPosition(Anchor.TopLeft, Pivot.TopLeft);
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hideButton.RectTransform.NonScaledSize = new Point(slotSize.X / 2, slotSize.Y + slots[hideButtonSlotIndex].EquipButtonRect.Height);
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hideButton.RectTransform.AbsoluteOffset = new Point(
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personalSlotArea.Right + spacing,
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personalSlotArea.Y - slots[hideButtonSlotIndex].EquipButtonRect.Height);
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hideButton.Visible = true;
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}
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}
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break;
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case Layout.Right:
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{
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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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{
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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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//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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}
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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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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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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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x = lowerX;
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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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x -= slots[i].Rect.Width + spacing;
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SlotPositions[i] = new Vector2(x, y);
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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 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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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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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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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
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x += slots[i].Rect.Width + spacing;
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}
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}
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break;
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case Layout.Center:
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{
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int columns = 5;
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int startX = (GameMain.GraphicsWidth / 2) - (slotSize.X * columns + spacing * (columns - 1)) / 2;
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int startY = GameMain.GraphicsHeight / 2 - (slotSize.Y * 2);
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int x = startX, y = startY;
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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 (SlotTypes[i] == InvSlotType.Card || SlotTypes[i] == InvSlotType.Headset || SlotTypes[i] == InvSlotType.InnerClothes)
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{
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SlotPositions[i] = new Vector2(x, y);
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x += slots[i].Rect.Width + spacing;
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}
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}
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y += slots[0].Rect.Height + spacing + ContainedIndicatorHeight + slots[0].EquipButtonRect.Height;
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x = startX;
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int n = 0;
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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 (SlotTypes[i] != InvSlotType.Card && SlotTypes[i] != InvSlotType.Headset && SlotTypes[i] != InvSlotType.InnerClothes)
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{
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SlotPositions[i] = new Vector2(x, y);
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x += slots[i].Rect.Width + spacing;
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n++;
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if (n >= columns)
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{
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x = startX;
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y += slots[i].Rect.Height + spacing + ContainedIndicatorHeight + slots[i].EquipButtonRect.Height;
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n = 0;
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}
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}
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}
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}
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break;
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}
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CreateSlots();
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if (layout == Layout.Default)
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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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{
|
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base.ControlInput(cam);
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// Ignore the background frame of this object in purpose, because it encompasses half of the screen.
|
|
if (highlightedSubInventorySlots.Any(i => i.Inventory != null && i.Inventory.BackgroundFrame.Contains(PlayerInput.MousePosition)))
|
|
{
|
|
cam.Freeze = true;
|
|
}
|
|
}
|
|
|
|
public void ToggleInventory(bool automaticToggle = false)
|
|
{
|
|
if (Character.Controlled == null || !Character.Controlled.IsHuman || wasInventoryToggledAutomatically || inventoryOpen && automaticToggle) return;
|
|
inventoryOpen = !inventoryOpen;
|
|
if (inventoryOpen)
|
|
{
|
|
wasInventoryToggledAutomatically = automaticToggle;
|
|
BackgroundFrame.Offset(0, -inventoryOpeningOffset);
|
|
InventoryToggleArea.Offset(0, -inventoryOpeningOffset);
|
|
}
|
|
else
|
|
{
|
|
BackgroundFrame.Offset(0, inventoryOpeningOffset);
|
|
InventoryToggleArea.Offset(0, inventoryOpeningOffset);
|
|
}
|
|
}
|
|
|
|
private void HandleAutomaticInventoryState()
|
|
{
|
|
if (wasInventoryToggledAutomatically && inventoryOpen && Character.Controlled.SelectedConstruction == null && Character.Controlled.SelectedCharacter == null)
|
|
{
|
|
wasInventoryToggledAutomatically = false;
|
|
ToggleInventory();
|
|
}
|
|
}
|
|
|
|
public override void Update(float deltaTime, Camera cam, bool isSubInventory = false)
|
|
{
|
|
if (!AccessibleWhenAlive && !character.IsDead)
|
|
{
|
|
syncItemsDelay = Math.Max(syncItemsDelay - deltaTime, 0.0f);
|
|
return;
|
|
}
|
|
|
|
HandleAutomaticInventoryState();
|
|
|
|
base.Update(deltaTime, cam);
|
|
|
|
bool hoverOnInventory = GUI.MouseOn == null &&
|
|
((selectedSlot != null && selectedSlot.IsSubSlot) || (draggingItem != null && (draggingSlot == null || !draggingSlot.MouseOn())));
|
|
if (CharacterHealth.OpenHealthWindow != null) hoverOnInventory = true;
|
|
|
|
if (layout == Layout.Default)
|
|
{
|
|
if (hideButton.Visible)
|
|
{
|
|
hideButton.AddToGUIUpdateList();
|
|
hideButton.UpdateManually(deltaTime, alsoChildren: true);
|
|
|
|
hidePersonalSlotsState = hidePersonalSlots ?
|
|
Math.Min(hidePersonalSlotsState + deltaTime * 5.0f, 1.0f) :
|
|
Math.Max(hidePersonalSlotsState - deltaTime * 5.0f, 0.0f);
|
|
|
|
for (int i = 0; i < slots.Length; i++)
|
|
{
|
|
if (!PersonalSlots.HasFlag(SlotTypes[i])) { continue; }
|
|
if (HidePersonalSlots)
|
|
{
|
|
if (selectedSlot?.Slot == slots[i]) { selectedSlot = null; }
|
|
highlightedSubInventorySlots.RemoveWhere(s => s.Slot == slots[i]);
|
|
}
|
|
slots[i].DrawOffset = Vector2.Lerp(Vector2.Zero, new Vector2(personalSlotArea.Width, 0.0f), hidePersonalSlotsState);
|
|
}
|
|
}
|
|
|
|
InventoryToggleContains = InventoryToggleArea.Contains(PlayerInput.MousePosition);
|
|
if (InventoryToggleContains && PlayerInput.PrimaryMouseButtonClicked())
|
|
{
|
|
ToggleInventory();
|
|
}
|
|
}
|
|
|
|
if (hoverOnInventory) { HideTimer = 0.5f; }
|
|
if (HideTimer > 0.0f) { HideTimer -= deltaTime; }
|
|
|
|
for (int i = 0; i < capacity; i++)
|
|
{
|
|
if (Items[i] != null && Items[i] != draggingItem && Character.Controlled?.Inventory == this &&
|
|
GUI.KeyboardDispatcher.Subscriber == null && !CrewManager.IsCommandInterfaceOpen &&
|
|
slots[i].QuickUseKey != Keys.None && PlayerInput.KeyHit(slots[i].QuickUseKey))
|
|
{
|
|
QuickUseItem(Items[i], true, false, true);
|
|
}
|
|
}
|
|
|
|
//force personal slots open if an item is running out of battery/fuel/oxygen/etc
|
|
if (hidePersonalSlots)
|
|
{
|
|
for (int i = 0; i < slots.Length; i++)
|
|
{
|
|
if (Items[i]?.OwnInventory != null && Items[i].OwnInventory.Capacity == 1 && PersonalSlots.HasFlag(SlotTypes[i]))
|
|
{
|
|
if (Items[i].OwnInventory.Items[0] != null &&
|
|
Items[i].OwnInventory.Items[0].Condition > 0.0f &&
|
|
Items[i].OwnInventory.Items[0].Condition / Items[i].OwnInventory.Items[0].MaxCondition < 0.15f)
|
|
{
|
|
hidePersonalSlots = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
List<SlotReference> hideSubInventories = new List<SlotReference>();
|
|
highlightedSubInventorySlots.RemoveWhere(s =>
|
|
s.ParentInventory == this &&
|
|
((s.SlotIndex < 0 || s.SlotIndex >= Items.Length || Items[s.SlotIndex] == null) || (Character.Controlled != null && !Character.Controlled.CanAccessInventory(s.Inventory))));
|
|
foreach (var highlightedSubInventorySlot in highlightedSubInventorySlots)
|
|
{
|
|
if (highlightedSubInventorySlot.ParentInventory == this)
|
|
{
|
|
UpdateSubInventory(deltaTime, highlightedSubInventorySlot.SlotIndex, cam);
|
|
}
|
|
|
|
if (!highlightedSubInventorySlot.Inventory.IsInventoryHoverAvailable(character, null)) continue;
|
|
|
|
Rectangle hoverArea = GetSubInventoryHoverArea(highlightedSubInventorySlot);
|
|
if (highlightedSubInventorySlot.Inventory?.slots == null || (!hoverArea.Contains(PlayerInput.MousePosition)))
|
|
{
|
|
hideSubInventories.Add(highlightedSubInventorySlot);
|
|
}
|
|
else
|
|
{
|
|
highlightedSubInventorySlot.Inventory.HideTimer = 1.0f;
|
|
}
|
|
}
|
|
|
|
//activate the subinventory of the currently selected slot
|
|
if (selectedSlot?.ParentInventory == this)
|
|
{
|
|
var subInventory = GetSubInventory(selectedSlot.SlotIndex);
|
|
if (subInventory != null && subInventory.IsInventoryHoverAvailable(character, null))
|
|
{
|
|
selectedSlot.Inventory = subInventory;
|
|
if (!highlightedSubInventorySlots.Any(s => s.Inventory == subInventory))
|
|
{
|
|
ShowSubInventory(selectedSlot, deltaTime, cam, hideSubInventories, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var subInventorySlot in hideSubInventories)
|
|
{
|
|
if (subInventorySlot.Inventory == null) continue;
|
|
subInventorySlot.Inventory.HideTimer -= deltaTime;
|
|
if (subInventorySlot.Inventory.HideTimer < 0.25f)
|
|
{
|
|
highlightedSubInventorySlots.Remove(subInventorySlot);
|
|
}
|
|
}
|
|
|
|
if (character == Character.Controlled && character.SelectedCharacter == null) // Permanently open subinventories only available when the default UI layout is in use -> not when grabbing characters
|
|
{
|
|
//remove the highlighted slots of other characters' inventories when not grabbing anyone
|
|
highlightedSubInventorySlots.RemoveWhere(s => s.ParentInventory != this && s.ParentInventory?.Owner is Character);
|
|
|
|
for (int i = 0; i < capacity; i++)
|
|
{
|
|
var item = Items[i];
|
|
if (item != null)
|
|
{
|
|
if (HideSlot(i)) continue;
|
|
if (character.HasEquippedItem(item)) // Keep a subinventory display open permanently when the container is equipped
|
|
{
|
|
var itemContainer = item.GetComponent<ItemContainer>();
|
|
if (itemContainer != null &&
|
|
itemContainer.KeepOpenWhenEquipped &&
|
|
character.CanAccessInventory(itemContainer.Inventory) &&
|
|
!highlightedSubInventorySlots.Any(s => s.Inventory == itemContainer.Inventory))
|
|
{
|
|
ShowSubInventory(new SlotReference(this, slots[i], i, false, itemContainer.Inventory), deltaTime, cam, hideSubInventories, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (doubleClickedItem != null)
|
|
{
|
|
QuickUseItem(doubleClickedItem, true, true, true);
|
|
}
|
|
|
|
for (int i = 0; i < capacity; i++)
|
|
{
|
|
var item = Items[i];
|
|
if (item != null)
|
|
{
|
|
var slot = slots[i];
|
|
if (item.AllowedSlots.Any(a => a != InvSlotType.Any))
|
|
{
|
|
HandleButtonEquipStates(item, slot, deltaTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
//cancel dragging if too far away from the container of the dragged item
|
|
if (draggingItem != null)
|
|
{
|
|
var rootContainer = draggingItem.GetRootContainer();
|
|
var rootInventory = draggingItem.ParentInventory;
|
|
|
|
if (rootContainer != null)
|
|
{
|
|
rootInventory = rootContainer.ParentInventory ?? rootContainer.GetComponent<ItemContainer>().Inventory;
|
|
}
|
|
|
|
if (rootInventory != null &&
|
|
rootInventory.Owner != Character.Controlled &&
|
|
rootInventory.Owner != Character.Controlled.SelectedConstruction &&
|
|
rootInventory.Owner != Character.Controlled.SelectedCharacter)
|
|
{
|
|
//allow interacting if the container is linked to the item the character is interacting with
|
|
if (!(rootContainer != null &&
|
|
rootContainer.DisplaySideBySideWhenLinked &&
|
|
Character.Controlled.SelectedConstruction != null &&
|
|
rootContainer.linkedTo.Contains(Character.Controlled.SelectedConstruction)))
|
|
{
|
|
draggingItem = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
doubleClickedItem = null;
|
|
}
|
|
|
|
private void HandleButtonEquipStates(Item item, InventorySlot slot, float deltaTime)
|
|
{
|
|
Rectangle modifiedRect = slot.EquipButtonRect;
|
|
modifiedRect.Width = slot.InteractRect.Width;
|
|
|
|
slot.EquipButtonState = modifiedRect.Contains(PlayerInput.MousePosition) ?
|
|
GUIComponent.ComponentState.Hover : GUIComponent.ComponentState.None;
|
|
if (PlayerInput.LeftButtonHeld() && PlayerInput.RightButtonHeld())
|
|
{
|
|
slot.EquipButtonState = GUIComponent.ComponentState.None;
|
|
}
|
|
|
|
if (slot.EquipButtonState != GUIComponent.ComponentState.Hover)
|
|
{
|
|
slot.QuickUseTimer = Math.Max(0.0f, slot.QuickUseTimer - deltaTime * 5.0f);
|
|
return;
|
|
}
|
|
|
|
var quickUseAction = GetQuickUseAction(item, allowEquip: true, allowInventorySwap: false, allowApplyTreatment: false);
|
|
|
|
if (quickUseAction != QuickUseAction.Drop)
|
|
{
|
|
slot.QuickUseButtonToolTip = quickUseAction == QuickUseAction.None ?
|
|
"" : TextManager.GetWithVariable("QuickUseAction." + quickUseAction.ToString(), "[equippeditem]", character.SelectedItems.FirstOrDefault(i => i != null)?.Name);
|
|
if (PlayerInput.PrimaryMouseButtonDown()) slot.EquipButtonState = GUIComponent.ComponentState.Pressed;
|
|
if (PlayerInput.PrimaryMouseButtonClicked())
|
|
{
|
|
QuickUseItem(item, allowEquip: true, allowInventorySwap: false, allowApplyTreatment: false);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ShowSubInventory(SlotReference slotRef, float deltaTime, Camera cam, List<SlotReference> hideSubInventories, bool isEquippedSubInventory)
|
|
{
|
|
Rectangle hoverArea = GetSubInventoryHoverArea(slotRef);
|
|
if (isEquippedSubInventory)
|
|
{
|
|
foreach (SlotReference highlightedSubInventorySlot in highlightedSubInventorySlots)
|
|
{
|
|
if (highlightedSubInventorySlot == slotRef) continue;
|
|
if (hoverArea.Intersects(GetSubInventoryHoverArea(highlightedSubInventorySlot)))
|
|
{
|
|
return; // If an equipped one intersects with a currently active hover one, do not open
|
|
}
|
|
}
|
|
}
|
|
|
|
if (isEquippedSubInventory)
|
|
{
|
|
slotRef.Inventory.OpenState = 1.0f; // Reset animation when initially equipped
|
|
}
|
|
|
|
highlightedSubInventorySlots.Add(slotRef);
|
|
slotRef.Inventory.HideTimer = 1f;
|
|
UpdateSubInventory(deltaTime, slotRef.SlotIndex, cam);
|
|
|
|
//hide previously opened subinventories if this one overlaps with them
|
|
foreach (SlotReference highlightedSubInventorySlot in highlightedSubInventorySlots)
|
|
{
|
|
if (highlightedSubInventorySlot == slotRef) continue;
|
|
if (hoverArea.Intersects(GetSubInventoryHoverArea(highlightedSubInventorySlot)))
|
|
{
|
|
hideSubInventories.Add(highlightedSubInventorySlot);
|
|
highlightedSubInventorySlot.Inventory.HideTimer = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void AssignQuickUseNumKeys()
|
|
{
|
|
int num = 1;
|
|
for (int i = 0; i < slots.Length; i++)
|
|
{
|
|
if (HideSlot(i))
|
|
{
|
|
slots[i].QuickUseKey = Keys.None;
|
|
continue;
|
|
}
|
|
|
|
if (num > hotkeyCount) break;
|
|
|
|
if (SlotTypes[i] == InvSlotType.Any)
|
|
{
|
|
slots[i].QuickUseKey = Keys.D0 + num % 10;
|
|
num++;
|
|
}
|
|
}
|
|
}
|
|
|
|
private QuickUseAction GetQuickUseAction(Item item, bool allowEquip, bool allowInventorySwap, bool allowApplyTreatment)
|
|
{
|
|
if (allowApplyTreatment && CharacterHealth.OpenHealthWindow != null)
|
|
{
|
|
return QuickUseAction.UseTreatment;
|
|
}
|
|
|
|
if (item.ParentInventory != this)
|
|
{
|
|
if (item.ParentInventory == null || item.ParentInventory.Locked)
|
|
{
|
|
return QuickUseAction.None;
|
|
}
|
|
//in another inventory -> attempt to place in the character's inventory
|
|
else if (allowInventorySwap)
|
|
{
|
|
if (item.Container == null || character.Inventory.FindIndex(item.Container) == -1) // Not a subinventory in the character's inventory
|
|
{
|
|
return item.ParentInventory is CharacterInventory ?
|
|
QuickUseAction.TakeFromCharacter : QuickUseAction.TakeFromContainer;
|
|
}
|
|
else
|
|
{
|
|
var selectedContainer = character.SelectedConstruction?.GetComponent<ItemContainer>();
|
|
if (selectedContainer != null &&
|
|
selectedContainer.Inventory != null &&
|
|
!selectedContainer.Inventory.Locked &&
|
|
allowInventorySwap)
|
|
{
|
|
// Move the item from the subinventory to the selected container
|
|
return QuickUseAction.PutToContainer;
|
|
}
|
|
else
|
|
{
|
|
// Take from the subinventory and place it in the character's main inventory if no target container is selected
|
|
return QuickUseAction.TakeFromContainer;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var selectedContainer = character.SelectedConstruction?.GetComponent<ItemContainer>();
|
|
if (selectedContainer != null &&
|
|
selectedContainer.Inventory != null &&
|
|
!selectedContainer.Inventory.Locked &&
|
|
allowInventorySwap)
|
|
{
|
|
//player has selected the inventory of another item -> attempt to move the item there
|
|
return QuickUseAction.PutToContainer;
|
|
}
|
|
else if (character.SelectedCharacter != null &&
|
|
character.SelectedCharacter.Inventory != null &&
|
|
!character.SelectedCharacter.Inventory.Locked &&
|
|
allowInventorySwap)
|
|
{
|
|
//player has selected the inventory of another character -> attempt to move the item there
|
|
return QuickUseAction.PutToCharacter;
|
|
}
|
|
else if (character.SelectedBy != null && Character.Controlled == character.SelectedBy &&
|
|
character.SelectedBy.Inventory != null && !character.SelectedBy.Inventory.Locked && allowInventorySwap)
|
|
{
|
|
return QuickUseAction.TakeFromCharacter;
|
|
}
|
|
else if (character.SelectedItems.Any(i => i?.OwnInventory != null && i.OwnInventory.CanBePut(item)))
|
|
{
|
|
return QuickUseAction.PutToEquippedItem;
|
|
}
|
|
else if (allowEquip) //doubleclicked and no other inventory is selected
|
|
{
|
|
//not equipped -> attempt to equip
|
|
if (!character.HasEquippedItem(item))
|
|
{
|
|
return QuickUseAction.Equip;
|
|
}
|
|
//equipped -> attempt to unequip
|
|
else if (item.AllowedSlots.Contains(InvSlotType.Any))
|
|
{
|
|
return QuickUseAction.Unequip;
|
|
}
|
|
else
|
|
{
|
|
return QuickUseAction.Drop;
|
|
}
|
|
}
|
|
}
|
|
|
|
return QuickUseAction.None;
|
|
}
|
|
|
|
private void QuickUseItem(Item item, bool allowEquip, bool allowInventorySwap, bool allowApplyTreatment)
|
|
{
|
|
var quickUseAction = GetQuickUseAction(item, allowEquip, allowInventorySwap, allowApplyTreatment);
|
|
bool success = false;
|
|
switch (quickUseAction)
|
|
{
|
|
case QuickUseAction.Equip:
|
|
//attempt to put in a free slot first
|
|
for (int i = 0; i < capacity; i++)
|
|
{
|
|
if (Items[i] != null) continue;
|
|
if (SlotTypes[i] == InvSlotType.Any || !item.AllowedSlots.Any(a => a.HasFlag(SlotTypes[i]))) continue;
|
|
success = TryPutItem(item, i, true, false, Character.Controlled, true);
|
|
if (success) break;
|
|
}
|
|
|
|
if (!success)
|
|
{
|
|
for (int i = 0; i < capacity; i++)
|
|
{
|
|
if (SlotTypes[i] == InvSlotType.Any || !item.AllowedSlots.Any(a => a.HasFlag(SlotTypes[i]))) continue;
|
|
//something else already equipped in the slot, attempt to unequip it
|
|
if (Items[i] != null && Items[i].AllowedSlots.Contains(InvSlotType.Any))
|
|
{
|
|
TryPutItem(Items[i], Character.Controlled, new List<InvSlotType>() { InvSlotType.Any }, true);
|
|
}
|
|
success = TryPutItem(item, i, true, false, Character.Controlled, true);
|
|
if (success) break;
|
|
}
|
|
}
|
|
break;
|
|
case QuickUseAction.Unequip:
|
|
if (item.AllowedSlots.Contains(InvSlotType.Any))
|
|
{
|
|
success = TryPutItem(item, Character.Controlled, new List<InvSlotType>() { InvSlotType.Any }, true);
|
|
}
|
|
break;
|
|
case QuickUseAction.UseTreatment:
|
|
CharacterHealth.OpenHealthWindow?.OnItemDropped(item, ignoreMousePos: true);
|
|
return;
|
|
case QuickUseAction.Drop:
|
|
//do nothing, the item is dropped after a delay
|
|
return;
|
|
case QuickUseAction.PutToCharacter:
|
|
if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
|
|
{
|
|
//player has selected the inventory of another character -> attempt to move the item there
|
|
success = character.SelectedCharacter.Inventory.TryPutItem(item, Character.Controlled, item.AllowedSlots, true, true);
|
|
}
|
|
break;
|
|
case QuickUseAction.PutToContainer:
|
|
var selectedContainer = character.SelectedConstruction?.GetComponent<ItemContainer>();
|
|
if (selectedContainer != null && selectedContainer.Inventory != null)
|
|
{
|
|
//player has selected the inventory of another item -> attempt to move the item there
|
|
success = selectedContainer.Inventory.TryPutItem(item, Character.Controlled, item.AllowedSlots, true);
|
|
}
|
|
break;
|
|
case QuickUseAction.TakeFromCharacter:
|
|
if (character.SelectedBy != null && Character.Controlled == character.SelectedBy &&
|
|
character.SelectedBy.Inventory != null)
|
|
{
|
|
//item is in the inventory of another character -> attempt to get the item from there
|
|
success = character.SelectedBy.Inventory.TryPutItemWithAutoEquipCheck(item, Character.Controlled, item.AllowedSlots, true, true);
|
|
}
|
|
break;
|
|
case QuickUseAction.TakeFromContainer:
|
|
// Check open subinventories and put the item in it if equipped
|
|
ItemInventory activeSubInventory = null;
|
|
for (int i = 0; i < capacity; i++)
|
|
{
|
|
activeSubInventory = GetActiveEquippedSubInventory(i);
|
|
if (activeSubInventory != null)
|
|
{
|
|
success = activeSubInventory.TryPutItem(item, Character.Controlled, item.AllowedSlots, true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// No subinventory found or placing unsuccessful -> attempt to put in the character's inventory
|
|
if (!success)
|
|
{
|
|
success = TryPutItemWithAutoEquipCheck(item, Character.Controlled, item.AllowedSlots, true, true);
|
|
}
|
|
break;
|
|
case QuickUseAction.PutToEquippedItem:
|
|
for (int i = 0; i < character.SelectedItems.Length; i++)
|
|
{
|
|
if (character.SelectedItems[i]?.OwnInventory != null &&
|
|
character.SelectedItems[i].OwnInventory.TryPutItem(item, Character.Controlled))
|
|
{
|
|
success = true;
|
|
for (int j = 0; j < capacity; j++)
|
|
{
|
|
if (Items[j] == character.SelectedItems[i]) slots[j].ShowBorderHighlight(GUI.Style.Green, 0.1f, 0.4f);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (success)
|
|
{
|
|
for (int i = 0; i < capacity; i++)
|
|
{
|
|
if (Items[i] == item) slots[i].ShowBorderHighlight(GUI.Style.Green, 0.1f, 0.4f);
|
|
}
|
|
}
|
|
|
|
draggingItem = null;
|
|
GUI.PlayUISound(success ? GUISoundType.PickItem : GUISoundType.PickItemFail);
|
|
}
|
|
|
|
public void DrawThis(SpriteBatch spriteBatch)
|
|
{
|
|
if (!AccessibleWhenAlive && !character.IsDead) { return; }
|
|
if (slots == null) { CreateSlots(); }
|
|
|
|
if (prevResolution.X != GameMain.GraphicsWidth || prevResolution.Y != GameMain.GraphicsHeight)
|
|
{
|
|
SetSlotPositions();
|
|
}
|
|
|
|
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))
|
|
{
|
|
//draw limb icons on empty slots
|
|
if (limbSlotIcons.ContainsKey(slotType))
|
|
{
|
|
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);
|
|
}
|
|
|
|
// Draw always on hotkeys
|
|
if (slot.QuickUseKey != Keys.None)
|
|
{
|
|
DrawIndicatorAndHotkey(spriteBatch, slot, slot.EquipButtonState == GUIComponent.ComponentState.Hover);
|
|
}
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
if (highlightedQuickUseSlot != null && !string.IsNullOrEmpty(highlightedQuickUseSlot.QuickUseButtonToolTip))
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|