feat(ui): drive toolbar use state from selection

Port the retail selected-object availability predicate into Core and project it through the shared interaction owner. The imported hand now follows canonical selection/object notices, keeps weapon and targeted-tool activation on the existing wield/use cursor paths, and ghosts empty or explicitly unusable selections per the connected UX requirement.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-23 08:07:47 +02:00
parent 0134122c28
commit 60387668d0
11 changed files with 269 additions and 16 deletions

View file

@ -689,6 +689,7 @@ public sealed class RetailUiRuntime : IDisposable
toggleCombat: b.ToggleCombat,
selectItem: guid => b.Selection.Select(guid, SelectionChangeSource.Toolbar),
selectedObjectId: () => b.Selection.SelectedObjectId ?? 0u,
selection: b.Selection,
playerGuid: b.PlayerGuid,
sendPutItemInContainer: b.SendPutItemInContainer,
ammoFont: _bindings.Assets.DefaultFont,