Now items drop where you aim, and won't let you drop on a floor. But maybe one more change.
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23ead1f0ca
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1788b8fb28
3 changed files with 21 additions and 41 deletions
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@ -102,8 +102,7 @@ namespace gui {
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bool StatusUI::place_slot(guecs::Entity gui_id, DinkyECS::Entity world_entity) {
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auto& slot_name = $gui.name_for(gui_id);
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auto player = $level.world->get_the<components::Player>();
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auto& inventory = $level.world->get<inventory::Model>(player.entity);
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auto& inventory = $level.world->get<inventory::Model>($level.player);
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if(inventory.add(slot_name, world_entity)) {
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$level.world->make_constant(world_entity);
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@ -123,18 +122,8 @@ namespace gui {
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// NOTE: do I need this or how does it relate to drop_item?
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void StatusUI::remove_slot(guecs::Entity slot_id) {
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// NOTE: really the System should coordinate either dropping on the
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// ground or moving from one container or another, so when loot_ui
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// moves to use an ECS id to a container I can have the System
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// do it.
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auto& slot_name = $gui.name_for(slot_id);
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auto player = $level.world->get_the<components::Player>();
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auto& inventory = $level.world->get<inventory::Model>(player.entity);
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auto world_entity = inventory.get(slot_name);
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inventory.remove(world_entity);
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System::remove_from_container(*$level.world, $level.player, slot_name);
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$gui.remove<guecs::GrabSource>(slot_id);
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$gui.remove<guecs::Icon>(slot_id);
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}
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@ -143,8 +132,7 @@ namespace gui {
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if(gui_a != gui_b) {
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auto& a_name = $gui.name_for(gui_a);
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auto& b_name = $gui.name_for(gui_b);
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auto player = $level.world->get_the<components::Player>();
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System::inventory_swap($level, player.entity, a_name, b_name);
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System::inventory_swap($level, $level.player, a_name, b_name);
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}
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update();
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