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[Gravedigger] Better initial starts and more highlight modes (#28) #36
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- Added proper support for handling initial runs when (re)starting the plugin when already inside the random event
- Extracted rendering code into dedicated methods for better readability and maintainability. - Preparing for the future rendering modes implementation - Conditionals/options
refactor(gravedigger): Refactored rendering into separate methods
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…d injection) - Removed field injection dependency on GravediggerOverlay within GravediggerHelper - Added GravediggerOverlay field injection within RandomEventHelperPlugin - Now using method injection for GravediggerOverlay dependency within RandomEventHelperPlugin onto GravediggerHelper#startUp
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The latest commit fixes a circular dependency issue I was having when attempting to add This sets up future feature additions for optional highlights and to use skill icons instead of item icons. fix(gravedigger): Fixed GravediggerOverlay circular dependency (method injection)
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- Added the option to select between showing skill icons or item icons related to the respective grave - Added skill icon support to the Coffin object - Added Sprite ID for the related skill icon to the enums via associatedSkillSpriteID - Added #getSkillIconImage for fetching the BufferedImage of the skill - Fetch skill icons from the SpriteManager via Coffin class and store them into the new coffinSkillImageMap - Conditionally render skill or item icon within the overlay depending on config value - Refactored config options by removing Options config section and re-ordering existing config - Now adding sections for configurable modules with more options such as FreakyForester and Gravedigger - Added gravediggerUseSkillIcons config option to use skill icons instead of item icons
feat(gravedigger): Add support for choosing between skill or item icons
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WIP for more highlight modes support. Already have the basis and currently working on refactoring before implementing
feat(gravedigger): Add support for starting in event (#28)