Add minimap to sidebar
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@@ -48,8 +48,6 @@ public partial class InGameUI : Control, IInGameUI
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.Handle((in InGameUILogic.Output.AnnounceMessageOnMainScreen output) => { InventoryMessageUI.DisplayMessage(output.Message); })
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.Handle((in InGameUILogic.Output.AnnounceMessageInInventory output) => { InventoryMenu.DisplayMessage(output.Message); })
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.Handle((in InGameUILogic.Output.RemoveItemFromInventory output) => { InventoryMenu.RemoveItem(output.Item); })
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.Handle((in InGameUILogic.Output.DisplayMinimap _) => { MiniMap.SetProcessUnhandledInput(true); MiniMap.Show(); })
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.Handle((in InGameUILogic.Output.HideMinimap _) => { MiniMap.SetProcessUnhandledInput(false); MiniMap.Hide(); })
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.Handle((in InGameUILogic.Output.ShowInventory _) => { InventoryMenu.RefreshInventoryScreen(); InventoryMenu.Show(); InventoryMenu.SetProcessInput(true); })
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.Handle((in InGameUILogic.Output.HideInventory _) => { CloseInventory(); });
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@@ -64,17 +62,6 @@ public partial class InGameUI : Control, IInGameUI
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public override void _UnhandledInput(InputEvent @event)
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{
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if (@event.IsActionPressed(GameInputs.MiniMap))
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{
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GD.Print("MiniMap button pressed");
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InGameUILogic.Input(new InGameUILogic.Input.ShowMinimap());
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}
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if (@event.IsActionReleased(GameInputs.MiniMap))
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{
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GD.Print("MiniMap button released");
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InGameUILogic.Input(new InGameUILogic.Input.HideMinimap());
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}
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if (@event.IsActionPressed(GameInputs.Inventory))
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{
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GD.Print("Inventory button pressed");
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@@ -106,7 +106,6 @@ size_flags_vertical = 3
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[node name="MiniMap" parent="HBoxContainer/Panel/MarginContainer/VBoxContainer" instance=ExtResource("2_6sfje")]
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unique_name_in_owner = true
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visible = false
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layout_mode = 2
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[node name="Sigil Marker" type="ReferenceRect" parent="HBoxContainer/Panel/MarginContainer/VBoxContainer"]
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