fix(inventory): correct drag overlay priority

Keep the persistent selection indicator above retail's waiting mesh, use the normal green accept circle for backpack-grid placement, and reserve the green drop-in arrow for bag-column containers as ItemList_DragOver does.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-13 09:21:22 +02:00
parent ace5880fed
commit 64a056e656
6 changed files with 63 additions and 19 deletions

View file

@ -340,7 +340,7 @@ public class InventoryControllerTests
}
[Fact]
public void Empty_sprites_are_applied_to_the_three_lists()
public void Empty_sprites_and_drop_feedback_are_applied_per_list_role()
{
var (layout, grid, containers, top, _, _, _, _) = BuildLayout();
InventoryController.Bind(layout, new ClientObjectTable(), () => Player,
@ -351,6 +351,9 @@ public class InventoryControllerTests
Assert.Equal(0x06004D20u, grid.GetItem(0)!.EmptySprite); // a padded empty contents cell
Assert.Equal(0x06005D9Cu, containers.GetItem(0)!.EmptySprite); // a padded empty side-bag cell
Assert.Equal(0x06005D9Cu, top.GetItem(0)!.EmptySprite); // the main-pack cell
Assert.Equal(0x060011F9u, grid.GetItem(0)!.DragAcceptSprite); // normal slot accept = green circle
Assert.Equal(0x060011F7u, containers.GetItem(0)!.DragAcceptSprite); // container drop-in = green arrow
Assert.Equal(0x060011F7u, top.GetItem(0)!.DragAcceptSprite); // main container drop-in = green arrow
}
[Fact]