Example #1
0
 public void Init(Party p_party, IngameInput p_ingameInput)
 {
     ActionBarEnabled = true;
     InitParty(p_party);
     InitHirelings();
     m_actionLog.Init(LegacyLogic.Instance.ActionLog);
     m_questLog.Init(LegacyLogic.Instance.WorldManager.QuestHandler);
     LegacyLogic.Instance.EventManager.RegisterEvent(EEventType.GAME_LOADED, new EventHandler(OnGameLoaded));
     LegacyLogic.Instance.EventManager.RegisterEvent(EEventType.FINISH_SCENE_LOAD, new EventHandler(OnSceneLoaded));
     LegacyLogic.Instance.EventManager.RegisterEvent(EEventType.PARTY_ORDER_CHANGED, new EventHandler(OnPartyOrderChanged));
     m_movementActionBar.Init(p_ingameInput);
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_1, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_2, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_3, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_4, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_5, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_6, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_7, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_8, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_9, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     InputManager.RegisterHotkeyEvent(EHotkeyType.QUICK_ACTION_SLOT_0, new EventHandler <HotkeyEventArgs>(OnQuickSlotAction));
     DragDropManager.Instance.DropEvent += OnDropEvent;
 }
Example #2
0
 public void Init(IngameInput p_ingameInput)
 {
     m_ingameInput = p_ingameInput;
 }