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
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committed by
Pieter-Jan Briers
parent
c20ba98a1e
commit
d03da83fda
@@ -14,6 +14,8 @@ using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
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using Content.Shared.GameObjects.Components.Inventory;
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using System;
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namespace Content.Client.GameObjects
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{
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@@ -167,5 +169,10 @@ namespace Content.Client.GameObjects
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break;
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}
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}
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public bool TryGetSlot(Slots slot, out IEntity item)
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{
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return _slots.TryGetValue(slot, out item);
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}
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}
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}
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