Implement retail character management screen
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5535d0adac
commit
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19 changed files with 2435 additions and 6 deletions
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@ -21,6 +21,7 @@ using AcDream.Core.Selection;
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using AcDream.Core.Spells;
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using AcDream.Runtime;
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using AcDream.Runtime.Gameplay;
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using AcDream.Runtime.Session;
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using AcDream.UI.Abstractions.Input;
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using AcDream.UI.Abstractions.Panels.Chat;
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using AcDream.UI.Abstractions.Panels.Vitals;
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@ -937,7 +938,19 @@ internal sealed class RetailInteractionRetainedUiCompositionFactory
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(action, held) =>
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d.InputDispatcher?.TrySetAutomationActionHeld(action, held) == true,
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late.Automation),
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Keyboard: new KeyboardRuntimeBindings(d.InputDispatcher, d.KeyBindingsFilePath));
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Keyboard: new KeyboardRuntimeBindings(
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d.InputDispatcher,
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d.KeyBindingsFilePath),
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CharacterSelection: d.Options.LiveCharacterSelector is null
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? new CharacterSelectionRuntimeBindings(
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() => late.GameRuntime.CharacterSelection,
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late.GameRuntime.CharacterSelectionHighlight,
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late.GameRuntime.CharacterSelectionEnter,
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late.GameRuntime.CharacterSelectionRequestDelete,
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late.GameRuntime.CharacterSelectionConfirmDelete,
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late.GameRuntime.CharacterSelectionRestore,
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late.GameRuntime.CharacterSelectionCancel)
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: null);
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RetailUiRuntime runtime = lease.Mount(
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() => RetailUiRuntime.CreateUninitialized(bindings));
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checkpoint(InteractionRetainedUiCompositionPoint.UiRuntimeMounted);
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