Inventory Input (#503)

* Create ItemSlotButton

* Refactor inventory buttons

Refactor so that KeyBind handling of inventory and hands are the same.

* Refactor InventoryInterfaceController to call ItemSlotManager with entities

This change allows HandsGUI and InventoryInterfaceController to just call ItemSlotManager.OnButtonPressed with an entity instead of a slot.

* Add CooldownCircle to ItemSlotButton

This allows Hands and Inventory to have cooldown circles on their ItemSlots.

* Refactor HandsGUI to use ItemSlots

This allows functionality and GUI to be the same between Inventory and Hands.

Added clicking empty hand to switch ActiveHand to clicked hand.

* Implement CooldownCircle in ItemSlotManager

Reorganize files
This commit is contained in:
ShadowCommander
2020-01-17 06:43:20 -08:00
committed by Pieter-Jan Briers
parent c20ba98a1e
commit d03da83fda
13 changed files with 368 additions and 323 deletions

View File

@@ -1,17 +0,0 @@
using Content.Client.UserInterface;
using NUnit.Framework;
namespace Content.Tests.Client.UserInterface
{
[TestFixture]
public class HandsGuiTest
{
[Test]
public void TestCalculateCooldownLevel()
{
Assert.AreEqual(HandsGui.CalculateCooldownLevel(0.5f), 4);
Assert.AreEqual(HandsGui.CalculateCooldownLevel(1), 8);
Assert.AreEqual(HandsGui.CalculateCooldownLevel(0), 0);
}
}
}

View File

@@ -0,0 +1,17 @@
using Content.Client.UserInterface;
using NUnit.Framework;
namespace Content.Tests.Client.UserInterface
{
[TestFixture]
public class ItemSlotTest
{
[Test]
public void TestCalculateCooldownLevel()
{
Assert.AreEqual(ItemSlotManager.CalculateCooldownLevel(0.5f), 4);
Assert.AreEqual(ItemSlotManager.CalculateCooldownLevel(1), 8);
Assert.AreEqual(ItemSlotManager.CalculateCooldownLevel(0), 0);
}
}
}