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Dev Log 35 - Equip Hands Tooltips

πŸ§™β€β™‚οΈ Survival Engine Debug Log: Hands Slot Resurrection & Tooltip Bifurcation Ritual

πŸ” Initial Problem: The Ghost of Hands Slot

The Hands slot was a phantom. No sprite. No tooltip. No runtime truth. Clicking it felt like whispering into the void. Hovering? Nothing.

Meanwhile, gear slots were living their best lives β€” fully wired, fully responsive. Hands was the neglected middle child of the UI hierarchy.

πŸ§ͺ Phase 1: Interface Alignment & Shrine Purification
βœ… Verified:

GearSlotUI.cs was referencing ghost fields like GetRarity() and GetArmourValue() β€” banished.

IInjectableItem was shrine-pure, defining all necessary methods for runtime injection.

πŸ”§ Actions:

Refactored GearSlotUI.cs to use only valid IInjectableItem methods: GetItemID(), GetDisplayName(), GetDescription(), GetLoreTag(), GetWeight(), GetConditionState(), GetItem()

πŸ“š Lesson Learned: Don’t trust legacy fields. They lie. Interfaces are truth.

🧱 Phase 2: Hands Slot Injection Ritual
βœ… Implemented:

AssignItemFromInteraction() now detects IInjectableItem and injects into Hands slot

RefreshSlotWithInventoryItem() wires up overlay sprite

ShowTooltip() pulls live data via InventoryManager.Instance.itemRegistry.GetByID(item.ItemID)

πŸ§ͺ Result:

Sprite now appears in Hands slot

Tooltip sometimes works, but responsiveness was flaky β€” like a cursed relic half-awake

🧼 Phase 3: Tooltip Locking & Responsiveness Fix

πŸ” Problem: Clicking gear slots sometimes failed to show tooltip. Tooltip locking logic was interfering with slot switching.

βœ… Fix:

Patched OnPointerClick() to:

Unlock and hide previous slot’s tooltip

Lock and show current slot’s tooltip

Reset currentSelectedSlot properly

πŸ“š Lesson Learned: Tooltips are like jealous spirits. You must banish the old one before summoning the new.

πŸ§ͺ Phase 4: Runtime Validation Ritual
βœ… Created:

RuntimeValidator.cs to scan:

GearSlotUI prefab bindings

Tooltip fields

ItemEntry prefab components

🧼 Fixes:

Removed invalid rarityText reference

Added individual checks for all tooltip fields

Confirmed prefab bindings were shrine-pure

πŸ“š Lesson Learned: Prefab validation is not optional. It’s the holy water that keeps runtime demons away.

🧠 Phase 5: Registry Access Restoration
πŸ” Problem: InventoryManager.itemRegistry was private, causing access errors

βœ… Fix:

Made itemRegistry public

Alternatively offered a getter method GetItemRegistry()

πŸ“š Lesson Learned: If you can’t access the registry, you are not a priest. You are a peasant.

🧰 Phase 6: Tooltip Panel Bifurcation
βœ… Implemented:

Split tooltip system into 3 prefab-safe panels:

πŸ›‘οΈ Gear Tooltip Panel

🧰 Inventory Tooltip Panel

🎯 Ranged Tooltip Panel

βœ… Refactored GearSlotUI.cs to:

Route tooltips based on item type

Use safe casting (item.itemAsset as MeleeWeaponItem)

Inject prefab-safe data into each panel

🧼 Fixes:

Removed legacy references to tooltipPanel, displayNameText, etc.

Updated RuntimeValidator.cs to validate new fields

πŸ“š Lesson Learned: One tooltip to rule them all? Nope. Three tooltips to bifurcate runtime truth.

πŸ—‘οΈ Phase 7: Melee Diagnostics Injection
βœ… Extended Inventory Tooltip Panel to support:

Base Damage, Melee Type, Armor Pierce, Crit Chance, Bleed Chance, Stun Chance

Rarity, Condition, Weight, Lore, Description

βœ… Logic:

Melee fields are shown only for MeleeWeaponItem

Hidden ("β€”") for non-melee items

βœ… Inspector Wiring:

All fields injected into GearSlotUI.cs

Prefab bindings confirmed shrine-pure

πŸ“š Lesson Learned: Melee weapons deserve their own shrine. Don’t lump them in with the peasants.

🧾 Final Result
βœ… Hands slot now supports any IInjectableItem, including:

Melee weapons

Ranged weapons

Liquids, food, gear, misc

βœ… Tooltip system is:

Modular

Prefab-safe

Inspector-driven

Runtime-resilient

βœ… All slot interactions are shrine-sealed and bifurcation-aware

βœ… Validator confirms prefab integrity across all tooltip panels

βœ… Runtime truth restored. Tooltip spirits appeased. Hands slot resurrected.

Need to complete the ranged equipped item tooltip panel , but that is tomorrows ritual. Happy that the items actually attach correctly into the equipped hands slot as intended, and apply live data.

For now the shrine shines.

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