Action Bar (WIP)

Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
This commit is contained in:
Reinier Vens 2021-04-18 05:13:20 +01:00
commit 4489b18452
217 changed files with 5105 additions and 5703 deletions

View file

@ -272,7 +272,7 @@ public class TradeMenuDebug : MonoBehaviour
data => () =>
{
if (data is HullData)
return GameManager.DockedEntity.Children.Count(s => s.Hull.Data == data.ID && s is Ship {IsPlayerShip: true}).ToString();
return GameManager.DockedEntity.Children.Count(s => s.Hull.Data.LinkID == data.ID && s is Ship {IsPlayerShip: true}).ToString();
if(data is SimpleCommodityData)
return (_targetCargo.ItemsOfType.ContainsKey(data.ID) ? _targetCargo.ItemsOfType[data.ID].Cast<SimpleCommodity>().Sum(s=>s.Quantity) : 0).ToString();
return (_targetCargo.ItemsOfType.ContainsKey(data.ID) ? _targetCargo.ItemsOfType[data.ID].Count : 0).ToString();
@ -280,7 +280,7 @@ public class TradeMenuDebug : MonoBehaviour
data =>
{
if (data is HullData)
return GameManager.DockedEntity.Children.Count(s => s.Hull.Data == data.ID && s is Ship {IsPlayerShip: true});
return GameManager.DockedEntity.Children.Count(s => s.Hull.Data.LinkID == data.ID && s is Ship {IsPlayerShip: true});
if(data is SimpleCommodityData)
return _targetCargo.ItemsOfType.ContainsKey(data.ID) ? _targetCargo.ItemsOfType[data.ID].Cast<SimpleCommodity>().Sum(s=>s.Quantity) : 0;
return _targetCargo.ItemsOfType.ContainsKey(data.ID) ? _targetCargo.ItemsOfType[data.ID].Count : 0;