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[SOLVED] How to use the slotbg Widget component?


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Hello,

I've managed to add a custom inventory widget for my weapon, but I'd like to have the tile icon (the tan square) be invisible.

image.png.cecb403deb34bfc2b9038c85466ae53c.png

I know you can do this since Walter's slingshot has an inventory tile with a rock on it. But how would I go about implementing this?

image.png.6b41a171def384875e43b27b63ac0427.png

Edited by Scrumch
I figured out where it is I need to add code, but not how
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You can change this in the widget setup of your weapon. bgatlas and bgimage

 

eg:

containerparams.casket = {
    widget =
    {
        slotpos = slotpos,
        pos = Vector3(0, -100, 0),
		bgatlas = "images/casket-ui.xml",
		bgimage = "casket-ui.tex",
    },
	issidewidget = false,
    type = "casket",
}

 

Edited by krylincy
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Thank you

I've tried that and it just makes the inventory slot itself invisible, not the tan square?

image.png.c6668643d1265d8d34d771be79b95076.png


Here's my widget setup:

Spoiler

local Vector3 = GLOBAL.Vector3
local require = GLOBAL.require
local modparams = {}
-----------------------------------------------------------------------

-----------------------------------------------------------------------
AddComponentPostInit("container", function(self)
    function self:RemoveSingleItemBySlot(slot)
        if slot and self.slots[slot] then
            local item = self.slots[slot]
            return self:RemoveItem(item)
        end
    end
end)

function OnlyArrows(container, item, slot)
    if item.prefab == "wakes_arrow" then
        return true
    end

    return false
end

modparams.wakes_bow = {
    widget =
    {
        slotpos =
        {
            Vector3(0, 0, 0),
        },
        
        animbank = "wakes_bow_ui",
        animbuild = "wakes_bow_ui",
        bgatlas = "images/casket-ui.xml",
        bgimage = "casket-ui.tex",
        pos = Vector3(0, 40, 0),
    },
    issidewidget = false,
    itemtestfn = OnlyArrows,
    type = "hand_inv",
}

local containers = require("containers")

for k, v in pairs(modparams) do
    containers.MAXITEMSLOTS = math.max(containers.MAXITEMSLOTS, v.widget.slotpos ~= nil and #v.widget.slotpos or 0)
end

local OldWidgetSetup = containers.widgetsetup

function containers.widgetsetup(container, prefab, data)
    if modparams[prefab or container.inst.prefab] and not data then
        data = modparams[prefab or container.inst.prefab]
    end
    OldWidgetSetup(container, prefab, data)
end

Also the mod itself if I've put the inventory slot somewhere wrong.

icontest.zip

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Progress! 

I looked in the containers (not container) file and found out I need to set it up with slotbg:

modparams.wakes_bow = {
    widget =
    {
        slotpos =
        {
            Vector3(0, 0, 0),
        },
		slotbg =
        {
			{atlas = "images/inventoryimages/quiver_slot.xml"},
            { image = "quiver_slot.tex" },
        },
        animbank = "wakes_bow_ui",
        animbuild = "wakes_bow_ui",
        pos = Vector3(0, 40, 0),
    },
	issidewidget = false,
	itemtestfn = OnlyArrows,
    type = "hand_inv",
}

This works when I just use previously mentioned default tiles (like Walter's, { image = "slingshot_ammo_slot.tex" },) but when I try to add my own image files I get a blank space (which is good) but it can't be interacted with?

image.png.08855bb413f8977a2b9d64ac6ee599ce.png

Does anyone know how the devs set these slotbg's up?

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