Now the loot UI can work with any container and only uses an ECS id to work, not have its own contents.
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a0eff927b6
commit
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6 changed files with 70 additions and 34 deletions
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@ -27,7 +27,8 @@ namespace gui {
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$mini_map($level),
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$loot_ui($level),
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$font{FONT_FILE_NAME},
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$dnd_loot($status_ui, $loot_ui, $window, $router)
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$dnd_loot($status_ui, $loot_ui, $window, $router),
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$temp_loot($level.world->entity())
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{
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$window.setPosition({0,0});
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}
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@ -66,6 +67,8 @@ namespace gui {
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$map_ui.log(L"Welcome to the game!");
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$mini_map.init($main_ui.$overlay_ui.$gui);
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$level.world->set<inventory::Model>($temp_loot, {});
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run_systems();
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state(State::IDLE);
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@ -458,8 +461,8 @@ namespace gui {
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case eGUI::LOOT_ITEM: {
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dbc::check(world.has<components::InventoryItem>(entity),
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"INVALID LOOT_ITEM, that entity has no InventoryItem");
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dbc::log("@@@@ SENDING LOOT_ITEM");
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$loot_ui.contents.add("item_0", entity);
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System::place_in_container(*$level.world, $temp_loot, "item_0", entity);
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$loot_ui.set_target($temp_loot);
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$loot_ui.update();
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event(Event::LOOT_ITEM);
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} break;
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