Beacon Immersive
hammy275 opened this issue ยท 6 comments
With #107 finally figured out enough to get this done, we can start on this.
Below is a very rough sketch of the UI made in paint. It faces one of four directions based on the player's look direction (like a crafting table).
Everything except the dark blue box is hidden, with that being a normal item box accepting something that can be used as beacon currency.
The left is 2-5 status effects to choose from, only showing the ones available to you at the given beacon tier. A player can select a status effect with right click or trigger + moving hand. This puts the effect into the light blue box. This makes them trigger hitboxes.
If the beacon is tier 4, both the plus beneath the effect and the regen icon to the right are shown. If the plus is selected, we use that effect at power 2. Otherwise, it's that effect at 1 plus regen 1. It and the heart are trigger hitboxes.
Below all of this is text saying Selected:
followed by a list of all effects selected and their power, just so the user knows.
Lastly, there is the check mark, which takes the item and does the normal beacon things.
Note that this immersive will require world storage. Additionally, we need the following extra info in our info instance:
regenSelected
. If true
, using regen. Otherwise using power 2 effect.
effectSelected
: If -1, none selected. Otherwise, we grab our effect png
by an index into an array and render it.
Because of the beacon beam, I'm moving the stuff in the middle more to the right. Also moving the item to the front of the beacon.
Things left for beacon after 78abd93 :
- Add plus and checkmark (including hitbox for checkmark that we forgot lol)
- Add text for selected stuff
- Get data from pre-existing beacon for default state of infos
- Actually update beacon with checkmark confirm
- Backport to 1.18
Also need to do the growing and shrinking for the images in the immersive and air checking to make sure the immersive fits