public override bool MouseDown(MouseButtonEventArgs e) { if (_inventoryContainer.MouseDown(e)) { return(true); } return(false); }
public override bool MouseDown(MouseInputEventArgs e) { if (_showTabbedWindow) { if (_comboClose.MouseDown(e)) { return(true); } if (_tabEquip.MouseDown(e)) { return(true); } if (_tabHealth.MouseDown(e)) { return(true); } if (_tabCraft.MouseDown(e)) { return(true); } switch (_currentTab) { case (1): //Equip tab { #region Equip //Left Side - head, eyes, outer, hands, feet if (_slotHead.MouseDown(e)) { return(true); } if (_slotEyes.MouseDown(e)) { return(true); } if (_slotOuter.MouseDown(e)) { return(true); } if (_slotHands.MouseDown(e)) { return(true); } if (_slotFeet.MouseDown(e)) { return(true); } //Right Side - mask, ears, inner, belt, back if (_slotMask.MouseDown(e)) { return(true); } if (_slotEars.MouseDown(e)) { return(true); } if (_slotInner.MouseDown(e)) { return(true); } if (_slotBelt.MouseDown(e)) { return(true); } if (_slotBack.MouseDown(e)) { return(true); } if (_inventory != null) { if (_inventory.MouseDown(e)) { return(true); } } break; #endregion } case (2): //Health tab { #region Status break; #endregion } case (3): //Craft tab { #region Crafting if (_craftTimer != null) { if (_craftTimer.MouseDown(e)) { return(true); } } if (_craftSlot1.MouseDown(e)) { return(true); } if (_craftSlot2.MouseDown(e)) { return(true); } if (_craftButton.MouseDown(e)) { return(true); } if (_blueprints.MouseDown(e)) { return(true); } if (_inventory != null) { if (_inventory.MouseDown(e)) { return(true); } } break; #endregion } } } return(false); }