Closed SebbeJohansson closed 3 weeks ago
I'm not a big fan of adding a UI setting to the base that is unrelated to the core weapon logic. What would be the use case of having a setting to disable the inventory of the demo hud globally?
@timmybo5 in my small gamemode I made to test this code, I have no use for the inventory ui. But I still want to use your base!
In my gamemode I only currently have one gun. And later on I will just have two (one melee weapon) with just a two weapon ui custom made.
The base was made so you can separate all the pieces (base, hud, player, editor). You can just remove the hud folder like I did for the skeleton base https://github.com/timmybo5/swb-skeleton/tree/master/code.
I will update the wiki to make it more clear that parts can be separated.
@timmybo5 I would have assumed that you wanted to allow people to expand on it and provide prs back down to the base. But I guess its more of an example rather than a base?
Absolutely but not changes that cross boundaries, swb_base changes need to relate only to the use of the weapons. Adding a change to swb_base to hide a swb_hud panel is not very useful.
What about making a class that extends the weapon settings in base so that the example project has additional features related to the hud?
I don't see the use case of including a hide inventory setting to the base, so I will be closing this. If you have any other suggestions feel free to open a new pr.