Comments (9)
For what I can see this behaviour isn't implement at all. So this is not a bug to find and fix but a feature to implement, right?
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Yeah, not sure why I marked this as a bug. Must've been late or something.
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I'm looking at this issued and I was thinking that action buttons (Chop, Mine and TillDirt) should have a public boolean property called like "IsSelected" or "HasSelectedAspect" that the InGameGUI can use to set its buttons appeareance. The property setter code will choose the right texture for the button based on the value of InGameGUI's Selected property. Now this behaviour should be applied to all three buttons and I were wondering wheter was the case to create a new class (called something like ActionButton, to hold all common action buttons behaviour) to implements this in or to implement it in the MonoButton class (but I don't like this second option as much as the first). What do you say?
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from magicallife.
I like the idea. I'm gonna implement a class that extends MonoButton and a class, let say "ActionButtonsManager", that handles only having one togglable button active at a time.
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from magicallife.
Ok, I'll do. Thanks.
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I'm resuming working on this issue. Is still Crafting the branch to work on?
Thanks.
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Related Issues (20)
- Remove Serilog dependency
- 2K Resolution support
- Art Needed
- Sound Fx Needed
- Need ability to select inventory item when queuing and action
- In Game GUI Buttons Broken HOT 1
- Multi-Language Support HOT 13
- Mined Stone Doesn't Disappear HOT 4
- Art Needed #2
- Settings Menu HOT 6
- Imprecise GUI
- Items Don't Render Anymore
- Test Multiplayer Capabilities
- Occassional issues saving HOT 4
- Flickering On Screen
- Move to .Net Core
- Error Reporting Page HOT 3
- Character Inventory
- XP System
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