* Refactor skill points to support multiple types Reworked the skill point system to support multiple types (e.g., Memory, Blood) instead of a single experience cap. Added CP14SkillPointPrototype, updated skill storage and UI to handle per-type points, and adjusted related logic and prototypes. Updated localization and assets to reflect these changes. * oopsie * Update human.yml * Update CP14SkillUIController.cs * Refactor skill storage to use skillPoints config Replaced 'experienceMaxCap: 0' with 'skillPoints: Memory: max: 0' in Skeletons T1, T2, and undead mob prototypes. This change standardizes skill storage configuration and improves clarity.
33 lines
932 B
C#
33 lines
932 B
C#
using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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namespace Content.Client._CP14.Skill.Ui;
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[GenerateTypedNameReferences]
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public sealed partial class CP14SkillTreeButtonControl : Control
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{
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public event Action? OnPressed;
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public CP14SkillTreeButtonControl(Color color, string label, float skillpoints, Texture? icon)
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{
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RobustXamlLoader.Load(this);
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ColorPanel.PanelOverride = new StyleBoxFlat { BackgroundColor = color };
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if (skillpoints > 0)
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{
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SkillPointImage.Texture = icon;
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SkillPointImage.Visible = true;
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SkillTreeLabel.Text = $"{skillpoints} {label}";
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}
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else
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{
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SkillPointImage.Visible = false;
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SkillTreeLabel.Text = $"{label}";
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}
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MainButton.OnPressed += args => OnPressed?.Invoke();
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}
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}
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