* 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
18 lines
484 B
C#
18 lines
484 B
C#
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);
|
|
}
|
|
}
|
|
}
|