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Very rough Inventory Menu prototype #355
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…ndle those in a new system
I still believe it should be possible to implement menus from userspace without using raw packets. If users have the ability to reliably undo inventory actions (which they should), then it follows that menus are doable. We should then move this menu plugin to a separate crate ( Regarding refactoring,
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rj00a
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## Description This moves the `held_item_slot` field in `ClientInventoryState` to a new component: `HeldItem` related: pr #355
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# Objective - ability to make inventories read only (player should be able to click things in the inventory and still emit a click event, this can be useful for creating inventory menus. - closes #427 - related #307 #355 # Solution - adds a public ``readonly: bool`` field to the ``Inventory`` component, that will make any interactions with this item impossible (includes: moving, shift moving, hotbar moving, dropping) if a player inventory is readonly, then the player will also not be able to drop items (even when not in the inventory), so the drop event will not be emitted (this could be changed if requested) - when implementing this i discovered a bug where a player is not able to put a item from a open inventory in the offhand (by hitting F) that will cause a desync. On the client the item will be in the offhand, but if you try to interact with that it dissapears. (unrelated to this PR and will not be fixed in this PR) --------- Co-authored-by: Carson McManus <[email protected]>
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Description
related: #307
This PR makes it possible to do inventory menus. I don't particularly like the approach so far, and it doesn't quite cover all the use cases. I think I'll need to do some refactoring of how inventories work before continuing work on this.
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