Hud refactor (#7202)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Jezithyr <jmaster9999@gmail.com> Co-authored-by: Jezithyr <Jezithyr@gmail.com> Co-authored-by: Visne <39844191+Visne@users.noreply.github.com> Co-authored-by: wrexbe <wrexbe@protonmail.com> Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
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using Content.Client.Gameplay;
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using Content.Client.Inventory;
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using Content.Client.Storage;
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using Content.Client.UserInterface.Controls;
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using Content.Client.UserInterface.Systems.Inventory.Controls;
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using Content.Client.UserInterface.Systems.Inventory.Windows;
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using Content.Shared.Input;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Utility;
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using static Content.Client.Inventory.ClientInventorySystem;
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using static Robust.Client.UserInterface.Controls.BaseButton;
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namespace Content.Client.UserInterface.Systems.Inventory;
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public sealed class InventoryUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>,
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IOnSystemChanged<ClientInventorySystem>
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{
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[Dependency] private readonly IEntityManager _entities = default!;
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[UISystemDependency] private readonly ClientInventorySystem _inventorySystem = default!;
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private ClientInventoryComponent? _playerInventory;
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private readonly Dictionary<string, ItemSlotButtonContainer> _slotGroups = new();
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private StrippingWindow? _strippingWindow;
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private ItemSlotButtonContainer? _inventoryHotbar;
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private MenuButton? _inventoryButton;
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public void OnStateEntered(GameplayState state)
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{
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DebugTools.Assert(_strippingWindow == null);
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_strippingWindow = UIManager.CreateWindow<StrippingWindow>();
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_inventoryButton = UIManager.GetActiveUIWidget<MenuBar.Widgets.GameTopMenuBar>().InventoryButton;
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LayoutContainer.SetAnchorPreset(_strippingWindow, LayoutContainer.LayoutPreset.Center);
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//bind open inventory key to OpenInventoryMenu;
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenInventoryMenu, InputCmdHandler.FromDelegate(_ => ToggleInventoryBar()))
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.Register<ClientInventorySystem>();
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_inventoryButton.OnPressed += InventoryButtonPressed;
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}
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public void OnStateExited(GameplayState state)
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{
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if (_strippingWindow != null)
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{
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_strippingWindow.Dispose();
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_strippingWindow = null;
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}
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if (_inventoryHotbar != null)
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{
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_inventoryHotbar.Visible = false;
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}
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if (_inventoryButton != null)
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{
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_inventoryButton.OnPressed -= InventoryButtonPressed;
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_inventoryButton.Pressed = false;
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_inventoryButton = null;
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}
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CommandBinds.Unregister<ClientInventorySystem>();
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}
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public void RegisterInventoryBarContainer(ItemSlotButtonContainer inventoryHotbar)
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{
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_inventoryHotbar = inventoryHotbar;
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}
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private void InventoryButtonPressed(ButtonEventArgs args)
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{
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ToggleInventoryBar();
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}
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private void UpdateInventoryHotbar(ClientInventoryComponent? clientInv)
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{
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if (clientInv == null)
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{
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_inventoryHotbar?.ClearButtons();
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return;
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}
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foreach (var (_, data) in clientInv.SlotData)
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{
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if (!data.ShowInWindow || !_slotGroups.TryGetValue(data.SlotGroup, out var container))
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continue;
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if (!container.TryGetButton(data.SlotName, out var button))
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{
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button = new SlotButton(data);
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button.Pressed += ItemPressed;
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button.StoragePressed += StoragePressed;
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container.AddButton(button);
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}
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var sprite = _entities.GetComponentOrNull<SpriteComponent>(data.HeldEntity);
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var showStorage = _entities.HasComponent<ClientStorageComponent>(data.HeldEntity);
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var update = new SlotSpriteUpdate(data.SlotGroup, data.SlotName, sprite, showStorage);
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SpriteUpdated(update);
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}
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}
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private void UpdateStrippingWindow(ClientInventoryComponent? clientInv)
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{
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if (clientInv == null)
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{
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_strippingWindow!.InventoryButtons.ClearButtons();
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return;
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}
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foreach (var (_, data) in clientInv.SlotData)
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{
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if (!data.ShowInWindow)
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continue;
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if (!_strippingWindow!.InventoryButtons.TryGetButton(data.SlotName, out var button))
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{
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button = new SlotButton(data);
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button.Pressed += ItemPressed;
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button.StoragePressed += StoragePressed;
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_strippingWindow!.InventoryButtons.AddButton(button, data.ButtonOffset);
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}
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var sprite = _entities.GetComponentOrNull<SpriteComponent>(data.HeldEntity);
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var showStorage = _entities.HasComponent<ClientStorageComponent>(data.HeldEntity);
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var update = new SlotSpriteUpdate(data.SlotGroup, data.SlotName, sprite, showStorage);
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SpriteUpdated(update);
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}
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}
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public void ToggleStrippingMenu()
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{
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UpdateStrippingWindow(_playerInventory);
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if (_strippingWindow!.IsOpen)
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{
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_strippingWindow!.Close();
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return;
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}
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_strippingWindow.Open();
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}
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public void ToggleInventoryBar()
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{
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if (_inventoryHotbar == null)
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{
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Logger.Warning("Tried to toggle inventory bar when none are assigned");
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return;
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}
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UpdateInventoryHotbar(_playerInventory);
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if (_inventoryHotbar.Visible)
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{
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_inventoryHotbar.Visible = false;
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if (_inventoryButton != null)
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_inventoryButton.Pressed = false;
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}
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else
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{
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_inventoryHotbar.Visible = true;
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if (_inventoryButton != null)
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_inventoryButton.Pressed = true;
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}
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}
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// Neuron Activation
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public void OnSystemLoaded(ClientInventorySystem system)
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{
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_inventorySystem.OnSlotAdded += AddSlot;
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_inventorySystem.OnSlotRemoved += RemoveSlot;
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_inventorySystem.OnLinkInventory += LoadSlots;
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_inventorySystem.OnUnlinkInventory += UnloadSlots;
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_inventorySystem.OnSpriteUpdate += SpriteUpdated;
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}
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// Neuron Deactivation
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public void OnSystemUnloaded(ClientInventorySystem system)
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{
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_inventorySystem.OnSlotAdded -= AddSlot;
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_inventorySystem.OnSlotRemoved -= RemoveSlot;
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_inventorySystem.OnLinkInventory -= LoadSlots;
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_inventorySystem.OnUnlinkInventory -= UnloadSlots;
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_inventorySystem.OnSpriteUpdate -= SpriteUpdated;
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}
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private void ItemPressed(GUIBoundKeyEventArgs args, SlotControl control)
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{
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var slot = control.SlotName;
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if (args.Function == EngineKeyFunctions.UIClick)
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{
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_inventorySystem.UIInventoryActivate(control.SlotName);
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return;
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}
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if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
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{
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_inventorySystem.UIInventoryStorageActivate(control.SlotName);
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return;
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}
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if (_playerInventory == null)
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{
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return;
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}
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if (args.Function == ContentKeyFunctions.ExamineEntity)
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{
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_inventorySystem.UIInventoryExamine(slot, _playerInventory.Owner);
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}
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else if (args.Function == EngineKeyFunctions.UseSecondary)
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{
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_inventorySystem.UIInventoryOpenContextMenu(slot, _playerInventory.Owner);
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}
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else if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
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{
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_inventorySystem.UIInventoryActivateItem(slot, _playerInventory.Owner);
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}
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else if (args.Function == ContentKeyFunctions.AltActivateItemInWorld)
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{
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_inventorySystem.UIInventoryAltActivateItem(slot, _playerInventory.Owner);
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}
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}
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private void StoragePressed(GUIBoundKeyEventArgs args, SlotControl control)
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{
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_inventorySystem.UIInventoryStorageActivate(control.SlotName);
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}
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private void AddSlot(SlotData data)
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{
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if (!_slotGroups.TryGetValue(data.SlotGroup, out var slotGroup))
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return;
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var button = new SlotButton(data);
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button.Pressed += ItemPressed;
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button.StoragePressed += StoragePressed;
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slotGroup.AddButton(button);
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}
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private void RemoveSlot(SlotData data)
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{
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if (!_slotGroups.TryGetValue(data.SlotGroup, out var slotGroup))
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return;
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slotGroup.RemoveButton(data.SlotName);
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}
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private void LoadSlots(ClientInventoryComponent clientInv)
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{
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UnloadSlots();
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_playerInventory = clientInv;
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foreach (var slotData in clientInv.SlotData.Values)
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{
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AddSlot(slotData);
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}
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UpdateInventoryHotbar(_playerInventory);
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}
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private void UnloadSlots()
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{
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_playerInventory = null;
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foreach (var slotGroup in _slotGroups.Values)
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{
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slotGroup.ClearButtons();
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}
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}
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private void SpriteUpdated(SlotSpriteUpdate update)
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{
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var (group, name, sprite, showStorage) = update;
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if (_strippingWindow?.InventoryButtons.GetButton(update.Name) is { } inventoryButton)
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{
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inventoryButton.SpriteView.Sprite = sprite;
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inventoryButton.StorageButton.Visible = showStorage;
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}
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if (_slotGroups.GetValueOrDefault(group)?.GetButton(name) is not { } button)
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return;
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button.SpriteView.Sprite = sprite;
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button.StorageButton.Visible = showStorage;
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}
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public bool RegisterSlotGroupContainer(ItemSlotButtonContainer slotContainer)
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{
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if (_slotGroups.TryAdd(slotContainer.SlotGroup, slotContainer))
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return true;
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Logger.Warning("Could not add container for slotgroup: " + slotContainer.SlotGroup);
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return false;
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}
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public void RemoveSlotGroup(string slotGroupName)
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{
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_slotGroups.Remove(slotGroupName);
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}
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}
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