fix: Moves ContextMenu out of core, streamlines code, fixes bugs (#1873)
## Summary - Removes allocation of a `List<ContextMenuEntry>` every time a context menu is created. - Moves packet/context menu creation logic out of the core - Fixes tame entry ## BREAKING CHANGE > [!Important] > **Developer Note** > ```cs > public virtual void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list) > ``` > and similar functions changed to > ```cs > public virtual void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list) > ```
This commit is contained in:
parent
bb24b330e1
commit
f58117a877
88 changed files with 1206 additions and 1483 deletions
|
|
@ -1,6 +1,6 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using ModernUO.Serialization;
|
||||
using Server.Collections;
|
||||
using Server.ContextMenus;
|
||||
using Server.Mobiles;
|
||||
|
||||
|
|
@ -79,14 +79,14 @@ public partial class Fukiya : Item, INinjaWeapon
|
|||
NinjaWeapon.AttemptShoot((PlayerMobile)from, this);
|
||||
}
|
||||
|
||||
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
|
||||
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
|
||||
{
|
||||
base.GetContextMenuEntries(from, list);
|
||||
base.GetContextMenuEntries(from, ref list);
|
||||
|
||||
if (IsChildOf(from))
|
||||
{
|
||||
list.Add(new NinjaWeapon.LoadEntry(this, 6224));
|
||||
list.Add(new NinjaWeapon.UnloadEntry(this, 6225));
|
||||
list.Add(new NinjaWeapon.LoadEntry(6224));
|
||||
list.Add(new NinjaWeapon.UnloadEntry(6225, UsesRemaining > 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using ModernUO.Serialization;
|
||||
using Server.Collections;
|
||||
using Server.ContextMenus;
|
||||
using Server.Mobiles;
|
||||
|
||||
|
|
@ -92,14 +92,14 @@ public partial class LeatherNinjaBelt : BaseWaist, INinjaWeapon
|
|||
NinjaWeapon.AttemptShoot((PlayerMobile)from, this);
|
||||
}
|
||||
|
||||
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
|
||||
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
|
||||
{
|
||||
base.GetContextMenuEntries(from, list);
|
||||
base.GetContextMenuEntries(from, ref list);
|
||||
|
||||
if (IsChildOf(from))
|
||||
{
|
||||
list.Add(new NinjaWeapon.LoadEntry(this, 6222));
|
||||
list.Add(new NinjaWeapon.UnloadEntry(this, 6223));
|
||||
list.Add(new NinjaWeapon.LoadEntry(6222));
|
||||
list.Add(new NinjaWeapon.UnloadEntry(6223, UsesRemaining > 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -329,39 +329,29 @@ public static class NinjaWeapon
|
|||
|
||||
public class LoadEntry : ContextMenuEntry
|
||||
{
|
||||
private readonly INinjaWeapon weapon;
|
||||
|
||||
public LoadEntry(INinjaWeapon wep, int entry)
|
||||
: base(entry, 0) =>
|
||||
weapon = wep;
|
||||
|
||||
public override void OnClick()
|
||||
public LoadEntry(int entry) : base(entry, 0)
|
||||
{
|
||||
if (WeaponIsValid(weapon, Owner.From))
|
||||
}
|
||||
|
||||
public override void OnClick(Mobile from, IEntity target)
|
||||
{
|
||||
if (target is INinjaWeapon weapon && WeaponIsValid(weapon, from))
|
||||
{
|
||||
Owner.From.BeginTarget(10, false, TargetFlags.Harmful, OnTarget, weapon);
|
||||
from.BeginTarget(10, false, TargetFlags.Harmful, OnTarget, weapon);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class UnloadEntry : ContextMenuEntry
|
||||
{
|
||||
private readonly INinjaWeapon weapon;
|
||||
public UnloadEntry(int entry, bool enabled) : base(entry, 0) => Enabled = enabled;
|
||||
|
||||
public UnloadEntry(INinjaWeapon wep, int entry)
|
||||
: base(entry, 0)
|
||||
public override void OnClick(Mobile from, IEntity target)
|
||||
{
|
||||
weapon = wep;
|
||||
|
||||
Enabled = weapon.UsesRemaining > 0;
|
||||
}
|
||||
|
||||
public override void OnClick()
|
||||
{
|
||||
if (WeaponIsValid(weapon, Owner.From))
|
||||
if (target is INinjaWeapon weapon && WeaponIsValid(weapon, from))
|
||||
{
|
||||
Unload(Owner.From, weapon);
|
||||
Unload(from, weapon);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue