Fixed: check if crystallized spell have a root icon for background or add it

storyline/s2e0
Ulukyn 5 years ago
parent 55172c93b5
commit 01cb2cfdd8

@ -1101,6 +1101,7 @@ void CDBCtrlSheet::infoReceived()
{ {
CViewRenderer &rVR = *CViewRenderer::getInstance(); CViewRenderer &rVR = *CViewRenderer::getInstance();
CSBrickManager *pBM= CSBrickManager::getInstance(); CSBrickManager *pBM= CSBrickManager::getInstance();
bool haveRoot = false;
for(uint i=0; i<itemInfo->Enchantment.Bricks.size(); ++i) for(uint i=0; i<itemInfo->Enchantment.Bricks.size(); ++i)
{ {
const CSBrickSheet *brick = pBM->getBrick(itemInfo->Enchantment.Bricks[i]); const CSBrickSheet *brick = pBM->getBrick(itemInfo->Enchantment.Bricks[i]);
@ -1108,11 +1109,17 @@ void CDBCtrlSheet::infoReceived()
{ {
if (!brick->isRoot() && !brick->isCredit() && !brick->isParameter()) if (!brick->isRoot() && !brick->isCredit() && !brick->isParameter())
{ {
if (!haveRoot)
{
_EnchantIcons.push_back(SBuffIcon(rVR.getTextureIdFromName(brick->getIconBack()), brick->IconBackColor));
rVR.getTextureSizeFromId(_EnchantIcons.back().TextureId, _EnchantIcons.back().IconW, _EnchantIcons.back().IconH);
}
_EnchantIcons.push_back(SBuffIcon(rVR.getTextureIdFromName(brick->getIcon()), brick->IconColor)); _EnchantIcons.push_back(SBuffIcon(rVR.getTextureIdFromName(brick->getIcon()), brick->IconColor));
rVR.getTextureSizeFromId(_EnchantIcons.back().TextureId, _EnchantIcons.back().IconW, _EnchantIcons.back().IconH); rVR.getTextureSizeFromId(_EnchantIcons.back().TextureId, _EnchantIcons.back().IconW, _EnchantIcons.back().IconH);
} }
else if (brick->isRoot()) else if (brick->isRoot())
{ {
haveRoot = true;
// there should be single root icon and it should be first one // there should be single root icon and it should be first one
_EnchantIcons.push_back(SBuffIcon(rVR.getTextureIdFromName(brick->getIconBack()), brick->IconBackColor)); _EnchantIcons.push_back(SBuffIcon(rVR.getTextureIdFromName(brick->getIconBack()), brick->IconBackColor));
rVR.getTextureSizeFromId(_EnchantIcons.back().TextureId, _EnchantIcons.back().IconW, _EnchantIcons.back().IconH); rVR.getTextureSizeFromId(_EnchantIcons.back().TextureId, _EnchantIcons.back().IconW, _EnchantIcons.back().IconH);

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