fix party shield, inventory mouse release
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e714f9e149
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@ -51,15 +51,15 @@ function Creature:onShieldChange(shieldId)
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elseif shieldId == ShieldBlueSharedExp then
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elseif shieldId == ShieldBlueSharedExp then
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self:setShieldTexture(resolvepath('images/shield_blue_shared.png'))
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self:setShieldTexture(resolvepath('images/shield_blue_shared.png'))
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elseif shieldId == ShieldYellowSharedExp then
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elseif shieldId == ShieldYellowSharedExp then
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self:setSkullTexture(resolvepath('images/shield_yellow_shared.png'))
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self:setShieldTexture(resolvepath('images/shield_yellow_shared.png'))
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elseif shieldId == ShieldBlueNoSharedExpBlink then
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elseif shieldId == ShieldBlueNoSharedExpBlink then
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self:setSkullTexture(resolvepath('images/shield_blue_not_shared.png'))
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self:setShieldTexture(resolvepath('images/shield_blue_not_shared.png'))
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elseif shieldId == ShieldYellowNoSharedExpBlink then
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elseif shieldId == ShieldYellowNoSharedExpBlink then
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self:setSkullTexture(resolvepath('images/shield_yellow_not_shared.png'))
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self:setShieldTexture(resolvepath('images/shield_yellow_not_shared.png'))
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elseif shieldId == ShieldBlueNoSharedExp then
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elseif shieldId == ShieldBlueNoSharedExp then
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self:setSkullTexture(resolvepath('images/shield_blue_not_shared.png'))
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self:setShieldTexture(resolvepath('images/shield_blue_not_shared.png'))
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elseif shieldId == ShieldYellowNoSharedExp then
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elseif shieldId == ShieldYellowNoSharedExp then
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self:setSkullTexture(resolvepath('images/shield_yellow_not_shared.png'))
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self:setShieldTexture(resolvepath('images/shield_yellow_not_shared.png'))
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end
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end
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end
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end
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@ -29,10 +29,10 @@ function Inventory.onSoulChange(soul)
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widget:setText("Soul:\n" .. soul)
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widget:setText("Soul:\n" .. soul)
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end
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end
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function Inventory.onInventoryItemMousePress(itemWidget, mousePosition, mouseButton)
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function Inventory.onInventoryItemMouseRelease(itemWidget, mousePosition, mouseButton)
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local item = itemWidget:getItem()
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local item = itemWidget:getItem()
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if item and Game.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item) then return true end
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if not item or not itemWidget:containsPoint(mousePosition) then return false end
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return false
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return Game.processMouseAction(mousePosition, mouseButton, nil, item, item, nil, item)
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end
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end
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connect(Game, { onLogin = Inventory.create,
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connect(Game, { onLogin = Inventory.create,
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@ -1,5 +1,5 @@
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InvetoryItem < Item
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InvetoryItem < Item
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&onMousePress: Inventory.onInventoryItemMousePress
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&onMouseRelease: Inventory.onInventoryItemMouseRelease
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UIWindow
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UIWindow
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width: 192
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width: 192
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