Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Items/CharacterInventory.cs
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

765 lines
35 KiB
C#

using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class CharacterInventory : Inventory
{
public enum Layout
{
Default,
Left,
Right,
Center
}
private enum QuickUseAction
{
None,
Equip,
Unequip,
Drop,
TakeFromContainer,
TakeFromCharacter,
PutToContainer,
PutToCharacter,
UseTreatment
}
private static Dictionary<InvSlotType, Sprite> limbSlotIcons;
private Point screenResolution;
public Vector2[] SlotPositions;
private Layout layout;
public Layout CurrentLayout
{
get { return layout; }
set
{
if (layout == value) return;
layout = value;
SetSlotPositions(layout);
}
}
public bool Hidden { get; set; }
partial void InitProjSpecific(XElement element)
{
Hidden = true;
if (limbSlotIcons == null)
{
limbSlotIcons = new Dictionary<InvSlotType, Sprite>();
int margin = 2;
limbSlotIcons.Add(InvSlotType.Headset, new Sprite("Content/UI/IconAtlas.png", new Rectangle(384 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.InnerClothes, new Sprite("Content/UI/IconAtlas.png", new Rectangle(512 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.Card, new Sprite("Content/UI/IconAtlas.png", new Rectangle(640 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.Head, new Sprite("Content/UI/IconAtlas.png", new Rectangle(896 + margin, 128 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.LeftHand, new Sprite("Content/UI/IconAtlas.png", new Rectangle(640 + margin, 383 + margin, 128 - margin * 2, 128 - margin * 2)));
limbSlotIcons.Add(InvSlotType.RightHand, new Sprite("Content/UI/IconAtlas.png", new Rectangle(768 + margin, 383 + margin, 128 - margin * 2, 128 - margin * 2)));
}
SlotPositions = new Vector2[SlotTypes.Length];
CurrentLayout = Layout.Default;
SetSlotPositions(layout);
}
protected override void PutItem(Item item, int i, Character user, bool removeItem = true, bool createNetworkEvent = true)
{
base.PutItem(item, i, user, removeItem, createNetworkEvent);
CreateSlots();
}
public override void RemoveItem(Item item)
{
base.RemoveItem(item);
CreateSlots();
}
public override void CreateSlots()
{
if (slots == null) slots = new InventorySlot[capacity];
for (int i = 0; i < capacity; i++)
{
InventorySlot prevSlot = slots[i];
Sprite slotSprite = slotSpriteSmall;
Rectangle slotRect = new Rectangle(
(int)(SlotPositions[i].X),
(int)(SlotPositions[i].Y),
(int)(slotSprite.size.X * UIScale), (int)(slotSprite.size.Y * UIScale));
if (Items[i] != null)
{
ItemContainer itemContainer = Items[i].GetComponent<ItemContainer>();
if (itemContainer != null)
{
if (itemContainer.InventoryTopSprite != null) slotRect.Width = Math.Max(slotRect.Width, (int)(itemContainer.InventoryTopSprite.size.X * UIScale));
if (itemContainer.InventoryBottomSprite != null) slotRect.Width = Math.Max(slotRect.Width, (int)(itemContainer.InventoryBottomSprite.size.X * UIScale));
}
}
slots[i] = new InventorySlot(slotRect)
{
SubInventoryDir = Math.Sign(HUDLayoutSettings.InventoryAreaUpper.Bottom - slotRect.Center.Y),
Disabled = false,
SlotSprite = slotSprite,
Color = SlotTypes[i] == InvSlotType.Any ? Color.White * 0.2f : Color.White * 0.4f
};
if (prevSlot != null)
{
slots[i].DrawOffset = prevSlot.DrawOffset;
slots[i].Color = prevSlot.Color;
}
if (selectedSlot?.ParentInventory == this && selectedSlot.SlotIndex == i)
{
selectedSlot = new SlotReference(this, slots[i], i, selectedSlot.IsSubSlot, selectedSlot.Inventory);
}
}
AssignQuickUseNumKeys();
highlightedSubInventorySlots.Clear();
screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
CalculateBackgroundFrame();
}
protected override void CalculateBackgroundFrame()
{
Rectangle frame = Rectangle.Empty;
for (int i = 0; i < capacity; i++)
{
if (HideSlot(i)) continue;
if (frame == Rectangle.Empty)
{
frame = slots[i].Rect;
continue;
}
frame = Rectangle.Union(frame, slots[i].Rect);
}
frame.Inflate(10, 30);
frame.Location -= new Point(0, 25);
BackgroundFrame = frame;
}
protected override bool HideSlot(int i)
{
if (slots[i].Disabled || (hideEmptySlot[i] && Items[i] == null)) return true;
//no need to draw the right hand slot if the item is in both hands
if (Items[i] != null && SlotTypes[i] == InvSlotType.RightHand && IsInLimbSlot(Items[i], InvSlotType.LeftHand))
{
return true;
}
//don't show the equip slot if the item is also in the default inventory
if (SlotTypes[i] != InvSlotType.Any && Items[i] != null)
{
for (int j = 0; j < capacity; j++)
{
if (SlotTypes[j] == InvSlotType.Any && Items[j] == Items[i]) return true;
}
}
return false;
}
private void SetSlotPositions(Layout layout)
{
int spacing = (int)(10 * UIScale);
Point slotSize = (slotSpriteSmall.size * UIScale).ToPoint();
int bottomOffset = slotSize.Y + spacing * 2 + ContainedIndicatorHeight;
if (slots == null) CreateSlots();
var upperSlots = InvSlotType.Card | InvSlotType.Headset | InvSlotType.InnerClothes | InvSlotType.Head;
switch (layout)
{
case Layout.Default:
{
int personalSlotCount = SlotTypes.Count(s => upperSlots.HasFlag(s));
int normalSlotCount = SlotTypes.Count(s => !upperSlots.HasFlag(s));
int x = GameMain.GraphicsWidth / 2 - normalSlotCount * (slotSize.X + spacing) / 2;
int upperX = HUDLayoutSettings.PortraitArea.X - slotSize.X;
//make sure the rightmost normal slot doesn't overlap with the personal slots
x -= Math.Max((x + normalSlotCount * (slotSize.X + spacing)) - (upperX - personalSlotCount * (slotSize.X + spacing)), 0);
for (int i = 0; i < SlotPositions.Length; i++)
{
if (upperSlots.HasFlag(SlotTypes[i]))
{
SlotPositions[i] = new Vector2(upperX, GameMain.GraphicsHeight - bottomOffset);
upperX -= slotSize.X + spacing;
}
else
{
SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
x += slotSize.X + spacing;
}
}
}
break;
case Layout.Right:
{
int extraOffset = 0;
int x = HUDLayoutSettings.InventoryAreaLower.Right;
int upperX = HUDLayoutSettings.InventoryAreaLower.Right;
for (int i = 0; i < slots.Length; i++)
{
if (HideSlot(i)) continue;
if (upperSlots.HasFlag(SlotTypes[i]))
{
upperX -= slotSize.X + spacing;
}
else
{
x -= slotSize.X + spacing;
}
}
int lowerX = x;
for (int i = 0; i < SlotPositions.Length; i++)
{
if (HideSlot(i)) continue;
if (upperSlots.HasFlag(SlotTypes[i]))
{
SlotPositions[i] = new Vector2(upperX, GameMain.GraphicsHeight - bottomOffset * 2 - extraOffset - spacing * 2);
upperX += slots[i].Rect.Width + spacing;
}
else
{
SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset - extraOffset);
x += slots[i].Rect.Width + spacing;
}
}
x = lowerX;
for (int i = 0; i < SlotPositions.Length; i++)
{
if (!HideSlot(i)) continue;
x -= slots[i].Rect.Width + spacing;
SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset - extraOffset);
}
}
break;
case Layout.Left:
{
int x = HUDLayoutSettings.InventoryAreaLower.X;
int upperX = x;
for (int i = 0; i < SlotPositions.Length; i++)
{
if (HideSlot(i)) continue;
if (upperSlots.HasFlag(SlotTypes[i]))
{
SlotPositions[i] = new Vector2(upperX, GameMain.GraphicsHeight - bottomOffset * 2 - spacing * 2);
upperX += slots[i].Rect.Width + spacing;
}
else
{
SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
x += slots[i].Rect.Width + spacing;
}
}
for (int i = 0; i < SlotPositions.Length; i++)
{
if (!HideSlot(i)) continue;
SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
x += slots[i].Rect.Width + spacing;
}
}
break;
case Layout.Center:
{
int columns = 5;
int startX = (GameMain.GraphicsWidth / 2) - (slotSize.X * columns + spacing * (columns - 1)) / 2;
int startY = GameMain.GraphicsHeight / 2 - (slotSize.Y * 2);
int x = startX, y = startY;
for (int i = 0; i < SlotPositions.Length; i++)
{
if (HideSlot(i)) continue;
if (SlotTypes[i] == InvSlotType.Card || SlotTypes[i] == InvSlotType.Headset || SlotTypes[i] == InvSlotType.InnerClothes)
{
SlotPositions[i] = new Vector2(x, y);
x += slots[i].Rect.Width + spacing;
}
}
y += slots[0].Rect.Height + spacing + ContainedIndicatorHeight + slots[0].EquipButtonRect.Height;
x = startX;
int n = 0;
for (int i = 0; i < SlotPositions.Length; i++)
{
if (HideSlot(i)) continue;
if (SlotTypes[i] != InvSlotType.Card && SlotTypes[i] != InvSlotType.Headset && SlotTypes[i] != InvSlotType.InnerClothes)
{
SlotPositions[i] = new Vector2(x, y);
x += slots[i].Rect.Width + spacing;
n++;
if (n >= columns)
{
x = startX;
y += slots[i].Rect.Height + spacing + ContainedIndicatorHeight + slots[i].EquipButtonRect.Height;
n = 0;
}
}
}
}
break;
}
CreateSlots();
if (layout == Layout.Default)
{
HUDLayoutSettings.InventoryTopY = slots[0].EquipButtonRect.Y - (int)(15 * GUI.Scale);
}
}
protected override void ControlInput(Camera cam)
{
base.ControlInput(cam);
// 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 override void Update(float deltaTime, Camera cam, bool isSubInventory = false)
{
if (!AccessibleWhenAlive && !character.IsDead)
{
syncItemsDelay = Math.Max(syncItemsDelay - deltaTime, 0.0f);
return;
}
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 (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 &&
slots[i].QuickUseKey != Keys.None && PlayerInput.KeyHit(slots[i].QuickUseKey))
{
QuickUseItem(Items[i], true, false, true);
}
}
List<SlotReference> hideSubInventories = new List<SlotReference>();
foreach (var highlightedSubInventorySlot in highlightedSubInventorySlots)
{
if (highlightedSubInventorySlot.ParentInventory == this)
{
UpdateSubInventory(deltaTime, highlightedSubInventorySlot.SlotIndex, cam);
}
Rectangle hoverArea = GetSubInventoryHoverArea(highlightedSubInventorySlot);
if (highlightedSubInventorySlot.Inventory?.slots == null || (!hoverArea.Contains(PlayerInput.MousePosition)))
{
hideSubInventories.Add(highlightedSubInventorySlot);
}
else
{
highlightedSubInventorySlot.Inventory.HideTimer = 1.0f;
}
}
if (doubleClickedItem != null)
{
QuickUseItem(doubleClickedItem, true, true, true);
}
//activate the subinventory of the currently selected slot
if (selectedSlot?.ParentInventory == this)
{
var subInventory = GetSubInventory(selectedSlot.SlotIndex);
if (subInventory != null)
{
selectedSlot.Inventory = subInventory;
if (!highlightedSubInventorySlots.Any(s => s.Inventory == subInventory))
{
var slot = selectedSlot;
highlightedSubInventorySlots.Add(selectedSlot);
UpdateSubInventory(deltaTime, selectedSlot.SlotIndex, cam);
//hide previously opened subinventories if this one overlaps with them
Rectangle hoverArea = GetSubInventoryHoverArea(slot);
foreach (SlotReference highlightedSubInventorySlot in highlightedSubInventorySlots)
{
if (highlightedSubInventorySlot == slot) continue;
if (hoverArea.Intersects(GetSubInventoryHoverArea(highlightedSubInventorySlot)))
{
hideSubInventories.Add(highlightedSubInventorySlot);
highlightedSubInventorySlot.Inventory.HideTimer = 0.0f;
}
}
}
}
}
foreach (var subInventorySlot in hideSubInventories)
{
if (subInventorySlot.Inventory == null) continue;
subInventorySlot.Inventory.HideTimer -= deltaTime;
if (subInventorySlot.Inventory.HideTimer <= 0.0f)
{
highlightedSubInventorySlots.Remove(subInventorySlot);
}
}
for (int i = 0; i < capacity; i++)
{
if (Items[i] != null && Items[i].AllowedSlots.Any(a => a != InvSlotType.Any))
{
slots[i].EquipButtonState = slots[i].EquipButtonRect.Contains(PlayerInput.MousePosition) ?
GUIComponent.ComponentState.Hover : GUIComponent.ComponentState.None;
if (PlayerInput.LeftButtonHeld() && PlayerInput.RightButtonHeld())
{
slots[i].EquipButtonState = GUIComponent.ComponentState.None;
}
if (slots[i].EquipButtonState != GUIComponent.ComponentState.Hover)
{
slots[i].QuickUseTimer = Math.Max(0.0f, slots[i].QuickUseTimer - deltaTime * 5.0f);
continue;
}
var quickUseAction = GetQuickUseAction(Items[i], allowEquip: true, allowInventorySwap: false, allowApplyTreatment: false);
slots[i].QuickUseButtonToolTip = quickUseAction == QuickUseAction.None ?
"" : TextManager.Get("QuickUseAction." + quickUseAction.ToString());
//equipped item that can't be put in the inventory, use delayed dropping
if (quickUseAction == QuickUseAction.Drop)
{
slots[i].QuickUseButtonToolTip = "Hold to unequip";
if (PlayerInput.LeftButtonHeld())
{
slots[i].QuickUseTimer = Math.Max(0.1f, slots[i].QuickUseTimer + deltaTime);
if (slots[i].QuickUseTimer >= 1.0f)
{
Items[i].Drop(Character.Controlled);
GUI.PlayUISound(GUISoundType.DropItem);
}
}
else
{
slots[i].QuickUseTimer = Math.Max(0.0f, slots[i].QuickUseTimer - deltaTime * 5.0f);
}
}
else
{
if (PlayerInput.LeftButtonDown()) slots[i].EquipButtonState = GUIComponent.ComponentState.Pressed;
if (PlayerInput.LeftButtonClicked())
{
QuickUseItem(Items[i], allowEquip: true, allowInventorySwap: false, allowApplyTreatment: false);
}
}
}
}
//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 AssignQuickUseNumKeys()
{
int num = 1;
for (int i = 0; i < slots.Length; i++)
{
if (HideSlot(i))
{
slots[i].QuickUseKey = Keys.None;
continue;
}
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)
{
//in another inventory -> attempt to place in the character's inventory
if (allowInventorySwap)
{
return item.ParentInventory is CharacterInventory ?
QuickUseAction.TakeFromCharacter : QuickUseAction.TakeFromContainer;
}
}
else
{
var selectedContainer = character.SelectedConstruction?.GetComponent<ItemContainer>();
if (selectedContainer != null && selectedContainer.Inventory != null && 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 && 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 && allowInventorySwap)
{
return QuickUseAction.TakeFromCharacter;
}
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);
}
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.TryPutItem(item, Character.Controlled, item.AllowedSlots, true);
}
break;
case QuickUseAction.TakeFromContainer:
success = TryPutItem(item, Character.Controlled, item.AllowedSlots, true);
break;
}
if (success)
{
for (int i = 0; i < capacity; i++)
{
if (Items[i] == item) slots[i].ShowBorderHighlight(Color.Green, 0.1f, 0.4f);
}
}
draggingItem = null;
GUI.PlayUISound(success ? GUISoundType.PickItem : GUISoundType.PickItemFail);
}
public void DrawOwn(SpriteBatch spriteBatch)
{
if (!AccessibleWhenAlive && !character.IsDead) return;
if (slots == null) CreateSlots();
if (GameMain.GraphicsWidth != screenResolution.X ||
GameMain.GraphicsHeight != screenResolution.Y ||
prevUIScale != UIScale ||
prevHUDScale != GUI.Scale)
{
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);
}
base.Draw(spriteBatch);
InventorySlot highlightedQuickUseSlot = null;
for (int i = 0; i < capacity; i++)
{
if (HideSlot(i)) continue;
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(SlotTypes[i]))
{
var icon = limbSlotIcons[SlotTypes[i]];
icon.Draw(spriteBatch, slots[i].Rect.Center.ToVector2(), Color.White * 0.3f, 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), 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), 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);
}
Color color = slots[i].EquipButtonState == GUIComponent.ComponentState.Pressed ? Color.Gray : Color.White * 0.8f;
if (slots[i].EquipButtonState == GUIComponent.ComponentState.Hover)
{
color = Color.White;
highlightedQuickUseSlot = slots[i];
}
var quickUseIndicator = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
EquipIndicator : DropIndicator;
var quickUseHighlight = Items[i].AllowedSlots.Any(a => a == InvSlotType.Any) ?
EquipIndicatorHighlight : DropIndicatorHighlight;
quickUseIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, quickUseIndicator.Origin, 0, UIScale);
slots[i].QuickUseTimer = Math.Min(slots[i].QuickUseTimer, 1.0f);
if (slots[i].QuickUseTimer > 0.0f)
{
float indicatorFillAmount = character.HasEquippedItem(Items[i]) ? 1.0f - slots[i].QuickUseTimer : slots[i].QuickUseTimer;
quickUseHighlight.DrawTiled(spriteBatch,
slots[i].EquipButtonRect.Center.ToVector2() - quickUseHighlight.Origin * UIScale * 0.85f,
new Vector2(quickUseIndicator.SourceRect.Width * indicatorFillAmount, quickUseIndicator.SourceRect.Height) * UIScale * 0.85f,
null,
color * 0.9f,
null,
Vector2.One * UIScale * 0.85f);
}
else if (character.HasEquippedItem(Items[i]))
{
quickUseHighlight.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color * 0.9f, quickUseHighlight.Origin, 0, UIScale * 0.85f);
}
}
if (highlightedQuickUseSlot != null && !string.IsNullOrEmpty(highlightedQuickUseSlot.QuickUseButtonToolTip))
{
GUIComponent.DrawToolTip(spriteBatch, highlightedQuickUseSlot.QuickUseButtonToolTip, highlightedQuickUseSlot.EquipButtonRect);
}
}
}
}