1166 lines
54 KiB
C#
1166 lines
54 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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public const InvSlotType PersonalSlots = InvSlotType.Card | InvSlotType.Headset | InvSlotType.InnerClothes | InvSlotType.OuterClothes | InvSlotType.Head;
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private Point screenResolution;
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public Vector2[] SlotPositions;
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public static Point SlotSize;
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public static int Spacing;
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public static int HideButtonWidth;
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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(layout);
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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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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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private GUIImage[] indicators = new GUIImage[5];
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private int[] indicatorIndexes = new int[5];
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private Vector2 indicatorSpriteSize;
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private GUILayoutGroup indicatorGroup;
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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)(31f * (HUDLayoutSettings.BottomRightInfoArea.Height / 100f)), HUDLayoutSettings.BottomRightInfoArea.Height), GUI.Canvas)
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{ AbsoluteOffset = HUDLayoutSettings.CrewArea.Location },
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"", style: "EquipmentToggleButton");
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indicatorGroup = new GUILayoutGroup(new RectTransform(Point.Zero, hideButton.RectTransform)) { IsHorizontal = false };
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indicatorGroup.ChildAnchor = Anchor.TopCenter;
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indicatorSpriteSize = GUI.Style.GetComponentStyle("EquipmentIndicatorDivingSuit").Sprites[GUIComponent.ComponentState.None][0].Sprite.size;
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indicators[0] = new GUIImage(new RectTransform(Point.Zero, indicatorGroup.RectTransform), "EquipmentIndicatorDivingSuit");
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indicators[1] = new GUIImage(new RectTransform(Point.Zero, indicatorGroup.RectTransform), "EquipmentIndicatorID");
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indicators[2] = new GUIImage(new RectTransform(Point.Zero, indicatorGroup.RectTransform), "EquipmentIndicatorOutfit");
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indicators[3] = new GUIImage(new RectTransform(Point.Zero, indicatorGroup.RectTransform), "EquipmentIndicatorHeadwear");
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indicators[4] = new GUIImage(new RectTransform(Point.Zero, indicatorGroup.RectTransform), "EquipmentIndicatorHeadphones");
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indicatorIndexes[0] = FindLimbSlot(InvSlotType.OuterClothes);
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indicatorIndexes[1] = FindLimbSlot(InvSlotType.Card);
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indicatorIndexes[2] = FindLimbSlot(InvSlotType.InnerClothes);
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indicatorIndexes[3] = FindLimbSlot(InvSlotType.Head);
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indicatorIndexes[4] = FindLimbSlot(InvSlotType.Headset);
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for (int i = 0; i < indicators.Length; i++)
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{
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indicators[i].CanBeFocused = false;
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}
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hideButton.OnClicked += (GUIButton btn, object userdata) =>
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{
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hidePersonalSlots = !hidePersonalSlots;
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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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}
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SlotPositions = new Vector2[SlotTypes.Length];
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CurrentLayout = Layout.Default;
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SetSlotPositions(layout);
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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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float multiplier = !GUI.IsFourByThree() ? UIScale : UIScale * 0.925f;
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for (int i = 0; i < capacity; i++)
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{
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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 * multiplier), (int)(slotSprite.size.Y * multiplier));
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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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screenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
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CalculateBackgroundFrame();
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}
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protected override void CalculateBackgroundFrame()
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{
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Rectangle frame = Rectangle.Empty;
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for (int i = 0; i < capacity; i++)
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{
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if (HideSlot(i)) continue;
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if (frame == Rectangle.Empty)
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{
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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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}
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frame.Inflate(10, 30);
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frame.Location -= new Point(0, 25);
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BackgroundFrame = frame;
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}
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protected override bool HideSlot(int i)
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{
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if (slots[i].Disabled || (hideEmptySlot[i] && Items[i] == null)) 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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//don't show the equip slot if the item is also in the default inventory
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if (SlotTypes[i] != InvSlotType.Any && Items[i] != null)
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{
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for (int j = 0; j < capacity; j++)
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{
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if (SlotTypes[j] == InvSlotType.Any && Items[j] == Items[i]) return true;
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}
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}
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return false;
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}
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private void SetIndicatorSizes()
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{
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indicatorGroup.RectTransform.AbsoluteOffset = new Point((int)Math.Round(4 * GUI.Scale), (int)Math.Round(7 * GUI.Scale));
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indicatorGroup.RectTransform.NonScaledSize = new Point(hideButton.Rect.Width - indicatorGroup.RectTransform.AbsoluteOffset.X * 2, hideButton.Rect.Height - indicatorGroup.RectTransform.AbsoluteOffset.Y * 2);
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indicatorGroup.AbsoluteSpacing = (int)Math.Ceiling(2 * GUI.Scale);
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int indicatorHeight = (indicatorGroup.RectTransform.NonScaledSize.Y - indicatorGroup.AbsoluteSpacing * (indicators.Length - 1)) / indicators.Length;
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int indicatorWidth = (int)(indicatorSpriteSize.X / (indicatorSpriteSize.Y / indicatorHeight));
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if (HideButtonWidth % 2 != indicatorWidth % 2) indicatorWidth++;
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Point indicatorSize = new Point(indicatorWidth, indicatorHeight);
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for (int i = 0; i < indicators.Length; i++)
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{
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indicators[i].RectTransform.NonScaledSize = indicatorSize;
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}
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}
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private void SetSlotPositions(Layout layout)
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{
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bool isFourByThree = GUI.IsFourByThree();
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if (isFourByThree)
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{
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Spacing = (int)(5 * UIScale);
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}
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else
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{
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Spacing = (int)(8 * UIScale);
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}
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HideButtonWidth = (int)(31f * (HUDLayoutSettings.BottomRightInfoArea.Height / 100f));
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SlotSize = !isFourByThree ? (SlotSpriteSmall.size * UIScale).ToPoint() : (SlotSpriteSmall.size * UIScale * .925f).ToPoint();
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int bottomOffset = SlotSize.Y + Spacing * 2 + ContainedIndicatorHeight;
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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 x = GameMain.GraphicsWidth / 2 - normalSlotCount * (SlotSize.X + Spacing) / 2;
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int upperX = HUDLayoutSettings.BottomRightInfoArea.X - SlotSize.X - Spacing * 4 - HideButtonWidth;
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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 + normalSlotCount * (SlotSize.X + Spacing)) - (upperX - personalSlotCount * (SlotSize.X + Spacing)), 0);
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int hideButtonSlotIndex = -1;
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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if (PersonalSlots.HasFlag(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(upperX, GameMain.GraphicsHeight - bottomOffset);
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upperX -= SlotSize.X + Spacing;
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personalSlotArea = (hideButtonSlotIndex == -1) ?
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new Rectangle(SlotPositions[i].ToPoint(), SlotSize) :
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Rectangle.Union(personalSlotArea, new Rectangle(SlotPositions[i].ToPoint(), SlotSize));
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hideButtonSlotIndex = i;
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}
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else
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{
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset);
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x += SlotSize.X + Spacing;
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}
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}
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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(HideButtonWidth, HUDLayoutSettings.BottomRightInfoArea.Height);
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hideButton.RectTransform.AbsoluteOffset = new Point(HUDLayoutSettings.BottomRightInfoArea.Left - HideButtonWidth + GUI.IntScaleCeiling(2f), HUDLayoutSettings.BottomRightInfoArea.Y + GUI.IntScaleCeiling(1f));
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hideButton.Visible = true;
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SetIndicatorSizes();
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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 extraOffset = 0;
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int x = HUDLayoutSettings.InventoryAreaLower.Right;
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int personalSlotX = HUDLayoutSettings.InventoryAreaLower.Right - SlotSize.X - Spacing;
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for (int i = 0; i < slots.Length; i++)
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{
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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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x -= SlotSize.X + Spacing;
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}
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}
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int lowerX = 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, GameMain.GraphicsHeight - bottomOffset * 2 - extraOffset - Spacing * 2);
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personalSlotX -= slots[i].Rect.Width + Spacing;
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}
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else
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{
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SlotPositions[i] = new Vector2(x, GameMain.GraphicsHeight - bottomOffset - extraOffset);
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x += slots[i].Rect.Width + Spacing;
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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, GameMain.GraphicsHeight - bottomOffset - extraOffset);
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}
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}
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break;
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case Layout.Left:
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{
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int x = HUDLayoutSettings.InventoryAreaLower.X;
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int personalSlotX = x;
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for (int i = 0; i < SlotPositions.Length; i++)
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{
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if (HideSlot(i)) continue;
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if (PersonalSlots.HasFlag(SlotTypes[i]))
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{
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SlotPositions[i] = new Vector2(personalSlotX, GameMain.GraphicsHeight - bottomOffset * 2 - Spacing * 2);
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personalSlotX += slots[i].Rect.Width + Spacing;
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}
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else
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{
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SlotPositions[i] = new Vector2(x, 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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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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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.
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if (highlightedSubInventorySlots.Any(i => i.Inventory != null && i.Inventory.BackgroundFrame.Contains(PlayerInput.MousePosition)))
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{
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cam.Freeze = true;
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}
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}
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public override void Update(float deltaTime, Camera cam, bool isSubInventory = false)
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{
|
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if (!AccessibleWhenAlive && !character.IsDead)
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{
|
|
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 (layout == Layout.Default && (Screen.Selected != GameMain.SubEditorScreen || Screen.Selected is SubEditorScreen editor && editor.WiringMode))
|
|
{
|
|
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);
|
|
|
|
bool personalSlotsMoving = hidePersonalSlotsState > 0 && hidePersonalSlotsState < 1f;
|
|
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].IsMoving = personalSlotsMoving;
|
|
slots[i].DrawOffset = Vector2.Lerp(Vector2.Zero, new Vector2(personalSlotArea.Width, 0.0f), hidePersonalSlotsState);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// In sub editor we cannot hover over the slot because they are not rendered so we override it here
|
|
if (Screen.Selected is SubEditorScreen subEditor && !subEditor.WiringMode)
|
|
{
|
|
for (int i = 0; i < slots.Length; i++)
|
|
{
|
|
var subInventory = GetSubInventory(i);
|
|
if (subInventory != null)
|
|
{
|
|
ShowSubInventory(new SlotReference(this, slots[i], i, false, Items[i].GetComponent<ItemContainer>().Inventory), deltaTime, cam, hideSubInventories, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
{
|
|
UpdateEquipmentIndicators();
|
|
|
|
//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)
|
|
{
|
|
slot.EquipButtonState = slot.EquipButtonRect.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 UpdateEquipmentIndicators()
|
|
{
|
|
for (int i = 0; i < indicators.Length; i++)
|
|
{
|
|
Item item = Items[indicatorIndexes[i]];
|
|
if (item != null)
|
|
{
|
|
Wearable wearable = item.GetComponent<Wearable>();
|
|
if (wearable != null && wearable.DisplayContainedStatus)
|
|
{
|
|
float conditionPercentage = item.GetContainedItemConditionPercentage();
|
|
|
|
if (conditionPercentage != -1)
|
|
{
|
|
indicators[i].Color = ToolBox.GradientLerp(conditionPercentage, GUI.Style.EquipmentIndicatorRunningOut, GUI.Style.EquipmentIndicatorEquipped);
|
|
}
|
|
else
|
|
{
|
|
indicators[i].Color = GUI.Style.EquipmentIndicatorRunningOut;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
indicators[i].Color = GUI.Style.EquipmentIndicatorEquipped;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
indicators[i].Color = GUI.Style.EquipmentIndicatorNotEquipped;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 (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)) && allowInventorySwap)
|
|
{
|
|
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)
|
|
{
|
|
if (Screen.Selected is SubEditorScreen editor && !editor.WiringMode && !Submarine.Unloading)
|
|
{
|
|
// Find the slot the item was contained in and flash it
|
|
if (item.ParentInventory?.slots != null)
|
|
{
|
|
var invSlots = item.ParentInventory.slots;
|
|
var invItems = item.ParentInventory.Items;
|
|
for (int i = 0; i < invSlots.Length; i++)
|
|
{
|
|
if (i < 0 || invSlots.Length <= i || i < 0 || invItems.Length <= i) { break; }
|
|
|
|
var slot = invSlots[i];
|
|
var slotItem = invItems[i];
|
|
|
|
if (slotItem == item)
|
|
{
|
|
slot.ShowBorderHighlight(GUI.Style.Red, 0.1f, 0.4f);
|
|
GUI.PlayUISound(GUISoundType.PickItem);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
item.Remove();
|
|
return;
|
|
}
|
|
|
|
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 = capacity - 1; i >= 0; 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 = capacity - 1; i >= 0; 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.TryPutItemWithAutoEquipCheck(item, Character.Controlled, item.AllowedSlots, 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);
|
|
}
|
|
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 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);
|
|
}
|
|
|
|
for (int i = 0; i < capacity; i++)
|
|
{
|
|
if (HideSlot(i)) continue;
|
|
|
|
Rectangle interactRect = slots[i].InteractRect;
|
|
interactRect.Location += slots[i].DrawOffset.ToPoint();
|
|
|
|
//don't draw the item if it's being dragged out of the slot
|
|
bool drawItem = draggingItem == null || draggingItem != Items[i] || interactRect.Contains(PlayerInput.MousePosition);
|
|
DrawSlot(spriteBatch, this, slots[i], Items[i], i, drawItem, SlotTypes[i]);
|
|
}
|
|
|
|
if (hideButton != null && hideButton.Visible && !Locked)
|
|
{
|
|
hideButton.DrawManually(spriteBatch, alsoChildren: true);
|
|
}
|
|
|
|
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() + slots[i].DrawOffset, GUI.Style.EquipmentSlotIconColor, origin: icon.size / 2, scale: slots[i].Rect.Width / icon.size.X);
|
|
}
|
|
continue;
|
|
}
|
|
if (draggingItem == Items[i] && !slots[i].IsHighlighted) continue;
|
|
|
|
//draw hand icons if the item is equipped in a hand slot
|
|
if (IsInLimbSlot(Items[i], InvSlotType.LeftHand))
|
|
{
|
|
var icon = limbSlotIcons[InvSlotType.LeftHand];
|
|
icon.Draw(spriteBatch, new Vector2(slots[i].Rect.X, slots[i].Rect.Bottom) + slots[i].DrawOffset, Color.White * 0.6f, origin: new Vector2(icon.size.X * 0.35f, icon.size.Y * 0.75f), scale: slots[i].Rect.Width / icon.size.X * 0.7f);
|
|
}
|
|
if (IsInLimbSlot(Items[i], InvSlotType.RightHand))
|
|
{
|
|
var icon = limbSlotIcons[InvSlotType.RightHand];
|
|
icon.Draw(spriteBatch, new Vector2(slots[i].Rect.Right, slots[i].Rect.Bottom) + slots[i].DrawOffset, Color.White * 0.6f, origin: new Vector2(icon.size.X * 0.65f, icon.size.Y * 0.75f), scale: slots[i].Rect.Width / icon.size.X * 0.7f);
|
|
}
|
|
|
|
GUIComponent.ComponentState state = slots[i].EquipButtonState;
|
|
if (state == GUIComponent.ComponentState.Hover)
|
|
{
|
|
highlightedQuickUseSlot = slots[i];
|
|
}
|
|
|
|
if (!Items[i].AllowedSlots.Any(a => a == InvSlotType.Any))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Color color = Color.White;
|
|
if (Locked)
|
|
{
|
|
color *= 0.5f;
|
|
}
|
|
|
|
if (character.HasEquippedItem(Items[i]))
|
|
{
|
|
switch (state)
|
|
{
|
|
case GUIComponent.ComponentState.None:
|
|
EquippedIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
|
break;
|
|
case GUIComponent.ComponentState.Hover:
|
|
EquippedHoverIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
|
break;
|
|
case GUIComponent.ComponentState.Pressed:
|
|
case GUIComponent.ComponentState.Selected:
|
|
case GUIComponent.ComponentState.HoverSelected:
|
|
EquippedClickedIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (state)
|
|
{
|
|
case GUIComponent.ComponentState.None:
|
|
UnequippedIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
|
break;
|
|
case GUIComponent.ComponentState.Hover:
|
|
UnequippedHoverIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
|
break;
|
|
case GUIComponent.ComponentState.Pressed:
|
|
case GUIComponent.ComponentState.Selected:
|
|
case GUIComponent.ComponentState.HoverSelected:
|
|
UnequippedClickedIndicator.Draw(spriteBatch, slots[i].EquipButtonRect.Center.ToVector2(), color, EquippedIndicator.Origin, 0, UIScale * IndicatorScaleAdjustment);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (highlightedQuickUseSlot != null && !string.IsNullOrEmpty(highlightedQuickUseSlot.QuickUseButtonToolTip))
|
|
{
|
|
GUIComponent.DrawToolTip(spriteBatch, highlightedQuickUseSlot.QuickUseButtonToolTip, highlightedQuickUseSlot.EquipButtonRect);
|
|
}
|
|
}
|
|
}
|
|
}
|