public HumanComboGui(IPlayerManager playerManager, INetworkManager networkManager, IResourceManager resourceManager, IUserInterfaceManager userInterfaceManager) { _networkManager = networkManager; _playerManager = playerManager; _resourceManager = resourceManager; _userInterfaceManager = userInterfaceManager; ComponentClass = GuiComponentType.ComboGui; #region Status UI _ResBlunt = new ArmorInfoLabel(DamageType.Bludgeoning, resourceManager); _ResBurn = new ArmorInfoLabel(DamageType.Burn, resourceManager); _ResFreeze = new ArmorInfoLabel(DamageType.Freeze, resourceManager); _ResPierce = new ArmorInfoLabel(DamageType.Piercing, resourceManager); _ResShock = new ArmorInfoLabel(DamageType.Shock, resourceManager); _ResSlash = new ArmorInfoLabel(DamageType.Slashing, resourceManager); _ResTox = new ArmorInfoLabel(DamageType.Toxin, resourceManager); #endregion _equipBg = _resourceManager.GetSprite("outline"); _comboBg = _resourceManager.GetSprite("combo_bg"); _comboClose = new ImageButton { ImageNormal = "button_closecombo", }; _tabEquip = new ImageButton { ImageNormal = "tab_equip", }; _tabEquip.Clicked += TabClicked; _tabHealth = new ImageButton { ImageNormal = "tab_health", }; _tabHealth.Clicked += TabClicked; _tabCraft = new ImageButton { ImageNormal = "tab_craft", }; _tabCraft.Clicked += TabClicked; _comboClose.Clicked += ComboCloseClicked; //Left Side - head, eyes, outer, hands, feet _slotHead = new EquipmentSlotUi(EquipmentSlot.Head, _playerManager, _resourceManager, _userInterfaceManager); _slotHead.Dropped += SlotDropped; _slotEyes = new EquipmentSlotUi(EquipmentSlot.Eyes, _playerManager, _resourceManager, _userInterfaceManager); _slotEyes.Dropped += SlotDropped; _slotOuter = new EquipmentSlotUi(EquipmentSlot.Outer, _playerManager, _resourceManager, _userInterfaceManager); _slotOuter.Dropped += SlotDropped; _slotHands = new EquipmentSlotUi(EquipmentSlot.Hands, _playerManager, _resourceManager, _userInterfaceManager); _slotHands.Dropped += SlotDropped; _slotFeet = new EquipmentSlotUi(EquipmentSlot.Feet, _playerManager, _resourceManager, _userInterfaceManager); _slotFeet.Dropped += SlotDropped; //Right Side - mask, ears, inner, belt, back _slotMask = new EquipmentSlotUi(EquipmentSlot.Mask, _playerManager, _resourceManager, _userInterfaceManager); _slotMask.Dropped += SlotDropped; _slotEars = new EquipmentSlotUi(EquipmentSlot.Ears, _playerManager, _resourceManager, _userInterfaceManager); _slotEars.Dropped += SlotDropped; _slotInner = new EquipmentSlotUi(EquipmentSlot.Inner, _playerManager, _resourceManager, _userInterfaceManager); _slotInner.Dropped += SlotDropped; _slotBelt = new EquipmentSlotUi(EquipmentSlot.Belt, _playerManager, _resourceManager, _userInterfaceManager); _slotBelt.Dropped += SlotDropped; _slotBack = new EquipmentSlotUi(EquipmentSlot.Back, _playerManager, _resourceManager, _userInterfaceManager); _slotBack.Dropped += SlotDropped; _txtDbg = new TextSprite("comboDlgDbg", "Combo Debug", _resourceManager.GetFont("CALIBRI")); _craftSlot1 = new CraftSlotUi(_resourceManager, _userInterfaceManager); _craftSlot2 = new CraftSlotUi(_resourceManager, _userInterfaceManager); _craftButton = new ImageButton { ImageNormal = "wrenchbutt" }; _craftButton.Clicked += CraftButtonClicked; _craftStatus = new TextSprite("craftText", "Status", _resourceManager.GetFont("CALIBRI")) { ShadowColor = Color.DimGray, ShadowOffset = new Vector2D(1, 1), Shadowed = true }; _blueprints = new ScrollableContainer("blueprintCont", new Size(210, 100), _resourceManager); }