Fixed bug with returning to general combat skill tree.

This commit is contained in:
Sam 2021-12-28 17:41:19 -05:00
parent aaa33c6834
commit 4d3b0736d0
3 changed files with 2 additions and 52 deletions

View File

@ -179,6 +179,7 @@ fn tool_kind_to_string(tool: Option<common::comp::item::tool::ToolKind>) -> Stri
Some(Dagger) => "Dagger",
Some(Shield) => "Shield",
Some(Spear) => "Spear",
Some(Blowgun) => "Blowgun",
Some(Pick) => "Pick",
Some(Farming) => "Farming",
@ -201,6 +202,7 @@ fn tool_kind_from_string(tool: String) -> Option<common::comp::item::tool::ToolK
"Dagger" => Some(Dagger),
"Shield" => Some(Shield),
"Spear" => Some(Spear),
"Blowgun" => Some(Blowgun),
"Pick" => Some(Pick),
"Farming" => Some(Farming),

View File

@ -660,58 +660,6 @@ impl<'a> Widget for Diary<'a> {
}
}
// Spellbook Icon BG and icon
let spellbook_btn = Button::image(
if self.show.diary_fields.section == DiarySection::AbilitySelection {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border
},
)
.w_h(50.0, 50.0)
.hover_image(
if self.show.diary_fields.section == DiarySection::AbilitySelection {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border_mo
},
)
.press_image(
if self.show.diary_fields.section == DiarySection::AbilitySelection {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border_press
},
)
.top_left_with_margins_on(state.ids.content_align, 10.0, 5.0)
.with_tooltip(
self.tooltip_manager,
"Spellbook",
"",
&diary_tooltip,
TEXT_COLOR,
)
.set(state.ids.spellbook_btn_bg, ui);
if spellbook_btn.was_clicked() {
match self.show.diary_fields.section {
DiarySection::SkillTrees => {
events.push(Event::ChangeSection(DiarySection::AbilitySelection))
},
DiarySection::AbilitySelection => {
events.push(Event::ChangeSection(DiarySection::SkillTrees))
},
DiarySection::Stats => {
events.push(Event::ChangeSection(DiarySection::Stats))
},
}
}
Image::new(self.imgs.spellbook_button)
.w_h(40.0, 36.0)
.middle_of(state.ids.spellbook_btn_bg)
.graphics_for(state.ids.spellbook_btn_bg)
.set(state.ids.spellbook_btn, ui);
// Exp Bars and Rank Display
let current_exp = self.skill_set.available_experience(*sel_tab) as f64;
let max_exp = self.skill_set.skill_point_cost(*sel_tab) as f64;