private void addIconBases() { // position of first button = right of chests, below coin slots var plot = Constants.IconReplacersPlot; int slotOrder = 0; foreach (var action in new[] { // order of creation; determines positioning per the ButtonPlot transform TIH.Sort, TIH.LootAll, TIH.DepositAll, // + smartdep TIH.QuickStack, // + smartloot TIH.Rename }) { ButtonBases.Add(action, new ChestIconBase(this, plot.GetPosition(slotOrder++), IHBase.ButtonBG)); } // Now create the base for the Cancel Edit Button (a text button), // but don't add it to the list yet because it only appears under // certain conditions (handle in AddButtonsToBases()) // Add another half-button-height to prevent overlap var nudge = new Vector2(0, Constants.ButtonH / 2); CancelEditBase = new TextButtonBase(this, plot.GetPosition(slotOrder) + nudge); }
protected override void AddBasesToLayer() { // only two buttons right now; they're just above // the coin and ammo slots. var plot = Constants.InventoryButtonsPlot; int slotOrder = 0; foreach (var tih in new[] { TIH.Sort, TIH.CleanStacks }) { ButtonBases.Add(tih, new IconButtonBase(this, plot.GetPosition(slotOrder++), IHBase.ButtonBG)); } }
// // // // // // // // Create the Sockets // // // // // // // private void addTextBases() { // position buttons right of chests, below coin slots int slotOrder = 0; foreach (var action in new[] { // order of creation; determines positioning per the ButtonPlot transform TIH.LootAll, // + sort/rsort TIH.DepositAll, // + smartdep TIH.QuickStack, // + smartloot }) { ButtonBases.Add(action, new TextButtonBase(this, Constants.TextReplacersPlot.GetPosition(slotOrder++))); } }