Sprite refactor (#63)
* Sprite refactor compatibility. * Sprite-level rotation. * Dude it works. Welder now has an unshaded flame toggle! Door component no longer on client! * Remove debug text. * Update.
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committed by
clusterfack
parent
2ba705ffe9
commit
61a1e769d7
@@ -71,7 +71,7 @@ namespace Content.Client.GameObjects
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/// <param name="message"></param>
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private void OpenMenu(object sender, BoundKeyChangedMessage message)
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{
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if(message.Function == BoundKeyFunctions.OpenCharacterMenu && message.State == BoundKeyState.Down)
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if (message.Function == BoundKeyFunctions.OpenCharacterMenu && message.State == BoundKeyState.Down)
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{
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Window.AddToScreen();
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Window.Open();
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@@ -126,7 +126,7 @@ namespace Content.Client.GameObjects
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GridContainer.Columns = elements_x;
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IndexedSlots = new List<Slots>(inventory.SlotMasks);
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foreach(Slots slot in IndexedSlots)
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foreach (Slots slot in IndexedSlots)
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{
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InventoryButton newbutton = new InventoryButton(slot);
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@@ -138,7 +138,7 @@ namespace Content.Client.GameObjects
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else
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{
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//Store slot button and give it the default onpress behavior for empty elements
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newbutton.GetChild<Button>("Button").OnPressed += AddToInventory;
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newbutton.GetChild<Button>("Button").OnPressed += AddToInventory;
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InventorySlots.Add(slot, newbutton);
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}
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@@ -146,7 +146,7 @@ namespace Content.Client.GameObjects
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{
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newbutton.GetChild<Button>("Button").Text = SlotNames[slot];
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}
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GridContainer.AddChild(newbutton);
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}
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}
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@@ -166,9 +166,9 @@ namespace Content.Client.GameObjects
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button.GetChild<Button>("Button").OnPressed -= AddToInventory;
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//Gets entity sprite and assigns it to button texture
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if (entity.TryGetComponent(out SpriteComponent sprite))
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if (entity.TryGetComponent(out IconComponent sprite))
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{
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var tex = sprite.CurrentSprite;
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var tex = sprite.Icon.Default;
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var rect = button.GetChild("CenterContainer").GetChild<TextureRect>("TextureRect");
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@@ -213,7 +213,6 @@ namespace Content.Client.GameObjects
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InventoryComponent.SendEquipMessage(control.Slot);
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}
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}
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private class InventoryButton : Control
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{
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