feat(D.2b): wire PaperdollController into the inventory frame (Slice 1)
Adds the _paperdollController field and PaperdollController.Bind(...) call in the inventory-frame block alongside InventoryController, wiring up the paperdoll equip slots with their icon composer and wield action. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -623,6 +623,8 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.UI.Layout.SelectedObjectController? _selectedObjectController;
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// Phase D.2b-B — inventory controller (backpack grid + pack-selector + burden meter).
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private AcDream.App.UI.Layout.InventoryController? _inventoryController;
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// Phase D.2b Sub-phase C — paperdoll equip-slot controller (wield drag handler).
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private AcDream.App.UI.Layout.PaperdollController? _paperdollController;
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// Phase D.2b Task 9 — plugin UI registrations buffered before OnLoad; drained in OnLoad.
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private readonly AcDream.App.Plugins.BufferedUiRegistry? _uiRegistry;
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// Phase I.2: ImGui debug panel ViewModel. Lives for as long as
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@ -2244,6 +2246,14 @@ public sealed class GameWindow : IDisposable
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sendPutItemInContainer: (item, container, placement) =>
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_liveSession?.SendPutItemInContainer(item, container, placement));
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// Slice 1: bind the paperdoll equip slots (same imported subtree) — show equipped gear +
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// wield-on-drop. Unwield is handled by InventoryController (drag an equipped item to the grid).
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_paperdollController = AcDream.App.UI.Layout.PaperdollController.Bind(
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invLayout, Objects,
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playerGuid: () => _playerServerGuid,
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iconIds: (type, icon, under, over, effects) => iconComposer.GetIcon(type, icon, under, over, effects),
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sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask));
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Console.WriteLine("[D.2b-B] retail inventory window from LayoutDesc importer (0x21000023).");
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}
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else Console.WriteLine("[D.2b-B] inventory: LayoutDesc 0x21000023 not found.");
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