hotbar: wrap
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@@ -53,7 +53,7 @@ local function isTextInputFocused(): boolean
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end
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local function resolveSelectedSlot(slots, desired)
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if desired and desired >= 1 and desired <= HOTBAR_SIZE and slots[desired] ~= "" then
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if desired and desired >= 1 and desired <= HOTBAR_SIZE then
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return desired
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end
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for i = 1, HOTBAR_SIZE do
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@@ -146,30 +146,31 @@ function Hotbar:init()
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names = nextNames,
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selected = nextSelected,
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})
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local id = nextSlots[nextSelected] or ""
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local rawId = nextSlots[nextSelected] or ""
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local effectiveId = rawId ~= "" and rawId or "hand"
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local name = ""
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if id ~= "" then
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name = nextNames[id] or id
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if rawId ~= "" then
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name = nextNames[rawId] or rawId
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end
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PlacementState:SetSelected(id, name)
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PlacementState:SetSelected(effectiveId, name)
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end
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self._setSelected = function(slot: number)
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if slot < 1 or slot > HOTBAR_SIZE then
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return
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end
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local info = ClientState:GetSlotInfo(slot)
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if not info then
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return
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end
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ClientState:SetSelectedSlot(slot)
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self:setState({
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selected = slot,
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})
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local id = tostring(info.id)
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local name = info.name or id
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Util.StudioLog("[PLACE][CLIENT][SELECT]", "slot", slot, "id", id, "name", name)
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PlacementState:SetSelected(id, name)
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local rawId = self.state.slots[slot] or ""
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local effectiveId = rawId ~= "" and rawId or "hand"
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local name = ""
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if rawId ~= "" then
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name = self.state.names[rawId] or rawId
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end
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Util.StudioLog("[PLACE][CLIENT][SELECT]", "slot", slot, "id", effectiveId, "name", name)
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PlacementState:SetSelected(effectiveId, name)
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end
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self._handleInput = function(input: InputObject, gameProcessedEvent: boolean)
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@@ -207,7 +208,7 @@ function Hotbar:init()
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elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
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Util.StudioLog("[INPUT][CLIENT]", "MouseButton2", "processed", gameProcessedEvent)
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-- Allow click even if gameProcessedEvent (UI can set this), but only if we're actually pointing at a block
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local mouseBlock = PM:DebugGetPlacementOrWarn()
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local mouseBlock = PM:DebugGetPlacementOrWarn(true) -- skip selection outline on right click
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if not mouseBlock then
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return
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end
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@@ -249,7 +250,7 @@ function Hotbar:init()
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return
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end
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local delta = direction > 0 and -1 or 1
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local nextSlot = math.clamp(self.state.selected + delta, 1, HOTBAR_SIZE)
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local nextSlot = ((self.state.selected - 1 + delta) % HOTBAR_SIZE) + 1
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if nextSlot ~= self.state.selected then
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self._setSelected(nextSlot)
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end
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@@ -268,12 +269,13 @@ function Hotbar:didMount()
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self._syncFromClientState()
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self:_refreshViewports()
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-- initialize selection broadcast
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local id = self.state.slots and self.state.slots[self.state.selected] or ""
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local rawId = self.state.slots and self.state.slots[self.state.selected] or ""
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local effectiveId = rawId ~= "" and rawId or "hand"
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local name = ""
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if id ~= "" and self.state.names then
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name = self.state.names[id] or id
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if rawId ~= "" and self.state.names then
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name = self.state.names[rawId] or rawId
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end
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PlacementState:SetSelected(id, name)
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PlacementState:SetSelected(effectiveId, name)
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end
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function Hotbar:willUnmount()
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@@ -345,7 +347,7 @@ function Hotbar:render()
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}),
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IndexLabel = Roact.createElement("TextLabel", {
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BackgroundTransparency = 1,
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Position = UDim2.fromOffset(4, 2),
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Position = UDim2.fromOffset(8, 4),
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Size = UDim2.fromOffset(18, 14),
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Font = Enum.Font.Gotham,
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Text = i == 10 and "0" or tostring(i),
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@@ -412,6 +414,7 @@ function Hotbar:render()
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BorderSizePixel = 0,
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Position = UDim2.new(0.5, 0, 1, -80-10),
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Size = UDim2.fromOffset(0, 25),
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Visible = selectedName ~= "",
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}, {
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Corner = Roact.createElement("UICorner", {
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CornerRadius = UDim.new(0, 8),
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