Elin Decompiled Documentation EA 23.130 Nightly
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HotbarManager Class Reference
Inheritance diagram for HotbarManager:
EClass

Public Member Functions

void ResetHotbar (int id)
 
Hotbar SetHobar (int id, int slots, WidgetHotbar actor=null)
 
void OnCreateGame ()
 

Public Attributes

Hotbar[] bars = new Hotbar[8]
 

Additional Inherited Members

- Static Public Member Functions inherited from EClass
static int rndSeed (int a, int seed)
 
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 
- Static Public Attributes inherited from EClass
static Core core
 
- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Detailed Description

Definition at line 3 of file HotbarManager.cs.

Member Function Documentation

◆ OnCreateGame()

void HotbarManager.OnCreateGame ( )
inline

Definition at line 289 of file HotbarManager.cs.

290 {
291 ResetHotbar(0);
292 ResetHotbar(1);
293 ResetHotbar(2);
294 ResetHotbar(3);
295 ResetHotbar(4);
296 ResetHotbar(5);
297 ResetHotbar(6);
298 ResetHotbar(7);
299 }
void ResetHotbar(int id)
Definition: HotbarManager.cs:8

References ResetHotbar().

Referenced by Player.OnCreateGame().

◆ ResetHotbar()

void HotbarManager.ResetHotbar ( int  id)
inline

Definition at line 8 of file HotbarManager.cs.

9 {
10 WidgetHotbar widgetHotbar = bars[id]?.actor ?? null;
11 Hotbar hotbar = null;
12 switch (id)
13 {
14 case 0:
15 hotbar = SetHobar(0, 4);
16 break;
17 case 1:
18 hotbar = SetHobar(1, 4);
19 hotbar.SetItem(new HotItemContext
20 {
21 id = "system"
22 }, 0);
23 hotbar.SetItem(new HotItemToggleLog(), 1);
24 hotbar.SetItem(new HotItemContext
25 {
26 id = "mapTool"
27 }, 2);
28 hotbar.SetItem(new HotItemToggleWidget(), 3);
29 break;
30 case 2:
31 hotbar = SetHobar(2, 7);
32 hotbar.SetItem(new HotItemLayer
33 {
34 id = "stash"
35 });
36 hotbar.SetItem(new HotItemLayer
37 {
38 id = "LayerAbility"
39 });
40 hotbar.SetItem(new HotItemLayer
41 {
42 id = "LayerChara"
43 });
44 hotbar.SetItem(new HotItemLayer
45 {
46 id = "LayerJournal"
47 });
49 {
50 hotbar.SetItem(new HotItemActionMode
51 {
52 id = "Inspect"
53 });
54 }
56 {
57 hotbar.SetItem(new HotItemLayer
58 {
59 id = "LayerTravel"
60 });
61 }
62 break;
63 case 3:
64 {
65 hotbar = SetHobar(3, 12);
67 {
68 return;
69 }
70 bool flag = EClass.debug.godBuild || EClass.debug.ignoreBuildRule;
71 if (flag || EClass.Branch != null)
72 {
73 if (flag || EClass.Branch.elements.Has(4006))
74 {
75 hotbar.SetItem(new HotItemActionMode
76 {
77 id = "Inspect"
78 }).always = true;
79 }
80 if (flag || EClass.Branch.elements.Has(4000))
81 {
82 hotbar.SetItem(new HotItemActionMode
83 {
84 id = "Cut"
85 });
86 }
87 if (flag || EClass.Branch.elements.Has(4001))
88 {
89 hotbar.SetItem(new HotItemActionMode
90 {
91 id = "Mine"
92 });
93 }
94 if (flag || EClass.Branch.elements.Has(4001))
95 {
96 hotbar.SetItem(new HotItemActionMode
97 {
98 id = "Dig"
99 });
100 }
101 if (flag || EClass.Branch.elements.Has(4002))
102 {
103 hotbar.SetItem(new HotItemActionMode
104 {
105 id = "Terrain"
106 });
107 }
108 if (flag)
109 {
110 hotbar.SetItem(new HotItemActionMode
111 {
112 id = "Copy"
113 });
114 }
115 if (flag)
116 {
117 hotbar.SetItem(new HotItemActionMode
118 {
119 id = "Populate"
120 });
121 }
122 if (flag || EClass.Branch.elements.Has(4004))
123 {
124 hotbar.SetItem(new HotItemActionMode
125 {
126 id = "Deconstruct"
127 });
128 }
129 }
130 else if (EClass._zone is Zone_Tent)
131 {
132 if (flag || EClass.pc.homeBranch.elements.Has(4006))
133 {
134 hotbar.SetItem(new HotItemActionMode
135 {
136 id = "Inspect"
137 }).always = true;
138 }
139 if (flag || EClass.pc.homeBranch.elements.Has(4000))
140 {
141 hotbar.SetItem(new HotItemActionMode
142 {
143 id = "Cut"
144 });
145 }
146 if (flag || EClass.pc.homeBranch.elements.Has(4001))
147 {
148 hotbar.SetItem(new HotItemActionMode
149 {
150 id = "Mine"
151 });
152 }
153 if (flag || EClass.pc.homeBranch.elements.Has(4001))
154 {
155 hotbar.SetItem(new HotItemActionMode
156 {
157 id = "Dig"
158 });
159 }
160 if (flag || EClass.pc.homeBranch.elements.Has(4004))
161 {
162 hotbar.SetItem(new HotItemActionMode
163 {
164 id = "Deconstruct"
165 });
166 }
167 hotbar.SetItem(new HotItemActionMode
168 {
169 id = "Terrain"
170 });
171 }
172 hotbar.SetItem(new HotItemActionMode
173 {
174 id = "ExitBuild"
175 });
176 break;
177 }
178 case 4:
179 {
180 hotbar = SetHobar(4, 9);
182 {
183 return;
184 }
185 FactionBranch factionBranch = ((EClass._zone is Zone_Tent) ? EClass.pc.homeBranch : EClass.Branch);
186 if (EClass.debug.godBuild || factionBranch != null)
187 {
188 hotbar.SetItem(new HotItemActionMode
189 {
190 id = "Cinema"
191 });
192 hotbar.SetItem(new HotItemActionMode
193 {
194 id = "FlagCell"
195 });
196 if (EClass.debug.godBuild || factionBranch.elements.Has(4006))
197 {
198 hotbar.SetItem(new HotItemActionMode
199 {
200 id = "Visibility"
201 });
202 }
204 {
205 hotbar.SetItem(new HotItemActionMode
206 {
207 id = "EditMarker"
208 });
209 }
210 if (EClass.debug.godBuild || factionBranch.elements.Has(4005))
211 {
212 hotbar.SetItem(new HotItemActionMode
213 {
214 id = "Picker"
215 });
216 }
218 {
219 hotbar.SetItem(new HotItemContext
220 {
221 id = "mapTool",
222 autoExpand = false
223 });
224 }
225 }
226 break;
227 }
228 case 5:
229 hotbar = SetHobar(5, 9);
230 hotbar.SetItem(new HotItemLayer
231 {
232 id = "LayerHelp"
233 }, 0);
234 hotbar.SetItem(new HotItemWidget
235 {
236 id = "Codex"
237 }, 1);
238 hotbar.SetItem(new HotItemWidget
239 {
240 id = "Memo"
241 }, 2);
242 hotbar.SetItem(new HotItemWidget
243 {
244 id = "QuestTracker"
245 }, 3);
246 hotbar.SetItem(new HotItemActionSleep(), 4);
247 break;
248 case 6:
249 hotbar = SetHobar(6, 9);
250 break;
251 case 7:
252 hotbar = SetHobar(7, 7);
253 hotbar.SetItem(new HotItemToggle
254 {
255 type = HotItemToggle.Type.SnapFreepos
256 });
257 hotbar.SetItem(new HotItemToggle
258 {
259 type = HotItemToggle.Type.ToggleRoof
260 });
261 hotbar.SetItem(new HotItemToggle
262 {
263 type = HotItemToggle.Type.ToggleSlope
264 });
265 hotbar.SetItem(new HotItemToggle
266 {
267 type = HotItemToggle.Type.ToggleBuildLight
268 });
269 break;
270 }
271 hotbar.actor = widgetHotbar;
272 if ((bool)widgetHotbar)
273 {
274 widgetHotbar.Rebuild();
275 }
276 }
FactionBranch homeBranch
Definition: Chara.cs:894
bool godBuild
Definition: CoreDebug.cs:303
bool ignoreBuildRule
Definition: CoreDebug.cs:184
bool IsGameStarted
Definition: Core.cs:84
Definition: EClass.cs:5
static Core core
Definition: EClass.cs:6
static Zone _zone
Definition: EClass.cs:20
static FactionBranch Branch
Definition: EClass.cs:22
static Chara pc
Definition: EClass.cs:14
static CoreDebug debug
Definition: EClass.cs:48
bool Has(int ele)
ElementContainerZone elements
Hotbar[] bars
Definition: HotbarManager.cs:6
Hotbar SetHobar(int id, int slots, WidgetHotbar actor=null)
Definition: Hotbar.cs:5
HotItem SetItem(HotItem item, int index=-1, int pageIndex=-1, bool refreshActor=false)
Definition: Hotbar.cs:173
WidgetHotbar actor
Definition: Hotbar.cs:91
virtual bool IsRegion
Definition: Spatial.cs:501
void Rebuild()
bool CanEnterBuildModeAnywhere
Definition: Zone.cs:449

References EClass._zone, Hotbar.actor, bars, EClass.Branch, Zone.CanEnterBuildModeAnywhere, EClass.core, EClass.debug, FactionBranch.elements, CoreDebug.godBuild, ElementContainer.Has(), Chara.homeBranch, CoreDebug.ignoreBuildRule, Core.IsGameStarted, Spatial.IsRegion, EClass.pc, WidgetHotbar.Rebuild(), SetHobar(), and Hotbar.SetItem().

Referenced by Scene.Init(), OnCreateGame(), WidgetHotbar.OnSetContextMenu(), BuildMenu.Toggle(), and CoreDebug.UpdateInput().

◆ SetHobar()

Hotbar HotbarManager.SetHobar ( int  id,
int  slots,
WidgetHotbar  actor = null 
)
inline

Definition at line 278 of file HotbarManager.cs.

279 {
280 Hotbar hotbar = new Hotbar();
281 hotbar.itemsPerPage = slots;
282 bars[id] = hotbar;
283 hotbar.AddPage();
284 hotbar.AddPage();
285 hotbar.id = id;
286 return hotbar;
287 }
void AddPage()
Definition: Hotbar.cs:126

References Hotbar.AddPage(), and bars.

Referenced by ResetHotbar().

Member Data Documentation

◆ bars

Hotbar [] HotbarManager.bars = new Hotbar[8]

Definition at line 6 of file HotbarManager.cs.

Referenced by ResetHotbar(), SetHobar(), and BuildMenu.Toggle().


The documentation for this class was generated from the following file: