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
13
Content.Client/UserInterface/IItemSlotManager.cs
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13
Content.Client/UserInterface/IItemSlotManager.cs
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using Content.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.UserInterface
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{
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public interface IItemSlotManager
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{
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void Initialize();
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bool OnButtonPressed(GUIBoundKeyEventArgs args, IEntity item);
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void UpdateCooldown(ItemSlotButton cooldownTexture, IEntity entity);
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}
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}
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