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Initial implementation of buffs UI
player buffs animation more testing debuffs sorting and display limit fix overhead buffs fix WIP buff removal function fmt Update buffs.rs Now with compiling: WIP group UI buffs positioning Update group.rs Update group.rs Small optimizations. Fixed positioning of buffs in group panel. Broke buff tooltips in group panel. buff frame visuals added setting for displaying buffs at minimap
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@ -1,7 +1,7 @@
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use crate::{
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comp::{
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slot::{EquipSlot, Slot},
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CharacterState, ControlEvent, Controller, InventoryManip,
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BuffChange, CharacterState, ControlEvent, Controller, InventoryManip,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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metrics::SysMetrics,
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@ -51,7 +51,7 @@ impl<'a> System<'a> for Sys {
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span!(_guard, "run", "controller::Sys::run");
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let mut server_emitter = server_bus.emitter();
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for (entity, _uid, controller, character_state) in
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for (entity, uid, controller, character_state) in
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(&entities, &uids, &mut controllers, &mut character_states).join()
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{
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let mut inputs = &mut controller.inputs;
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@ -83,6 +83,12 @@ impl<'a> System<'a> for Sys {
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server_emitter.emit(ServerEvent::Mount(entity, mountee_entity));
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}
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},
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ControlEvent::RemoveBuff(buff_id) => {
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server_emitter.emit(ServerEvent::Buff {
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uid: *uid,
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buff_change: BuffChange::RemoveById(buff_id),
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});
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},
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ControlEvent::Unmount => server_emitter.emit(ServerEvent::Unmount(entity)),
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ControlEvent::EnableLantern => {
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server_emitter.emit(ServerEvent::EnableLantern(entity))
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