π§ββοΈ Survival Engine Debug Log: Hands Slot Resurrection & Tooltip Bifurcation Ritual
π 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.
π§ͺ Phase 1: Interface Alignment & Shrine Purification
β
Verified:
GearSlotUI.cs was referencing ghost fields like GetRarity() and GetArmourValue() β banished.
IInjectableItem was shrine-pure, defining all necessary methods for runtime injection.
π§ Actions:
Refactored GearSlotUI.cs to use only valid IInjectableItem methods: GetItemID(), GetDisplayName(), GetDescription(), GetLoreTag(), GetWeight(), GetConditionState(), GetItem()
π Lesson Learned: Donβt trust legacy fields. They lie. Interfaces are truth.
π§± Phase 2: Hands Slot Injection Ritual
β
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)
π§ͺ Result:
Sprite now appears in Hands slot
Tooltip sometimes works, but responsiveness was flaky β like a cursed relic half-awake
π§Ό Phase 3: Tooltip Locking & Responsiveness Fix
π Problem: Clicking gear slots sometimes failed to show tooltip. Tooltip locking logic was interfering with slot switching.
β Fix:
Patched OnPointerClick() to:
Unlock and hide previous slotβs tooltip
Lock and show current slotβs tooltip
Reset currentSelectedSlot properly
π Lesson Learned: Tooltips are like jealous spirits. You must banish the old one before summoning the new.
π§ͺ Phase 4: Runtime Validation Ritual
β
Created:
RuntimeValidator.cs to scan:
GearSlotUI prefab bindings
Tooltip fields
ItemEntry prefab components
π§Ό Fixes:
Removed invalid rarityText reference
Added individual checks for all tooltip fields
Confirmed prefab bindings were shrine-pure
π Lesson Learned: Prefab validation is not optional. Itβs the holy water that keeps runtime demons away.
π§ Phase 5: Registry Access Restoration
π Problem: InventoryManager.itemRegistry was private, causing access errors
β Fix:
Made itemRegistry public
Alternatively offered a getter method GetItemRegistry()
π Lesson Learned: If you canβt access the registry, you are not a priest. You are a peasant.
π§° Phase 6: Tooltip Panel Bifurcation
β
Implemented:
Split tooltip system into 3 prefab-safe panels:
π‘οΈ Gear Tooltip Panel
π§° Inventory Tooltip Panel
π― Ranged Tooltip Panel
β Refactored GearSlotUI.cs to:
Route tooltips based on item type
Use safe casting (item.itemAsset as MeleeWeaponItem)
Inject prefab-safe data into each panel
π§Ό Fixes:
Removed legacy references to tooltipPanel, displayNameText, etc.
Updated RuntimeValidator.cs to validate new fields
π Lesson Learned: One tooltip to rule them all? Nope. Three tooltips to bifurcate runtime truth.
π‘οΈ Phase 7: Melee Diagnostics Injection
β
Extended Inventory Tooltip Panel to support:
Base Damage, Melee Type, Armor Pierce, Crit Chance, Bleed Chance, Stun Chance
Rarity, Condition, Weight, Lore, Description
β Logic:
Melee fields are shown only for MeleeWeaponItem
Hidden ("β") for non-melee items
β Inspector Wiring:
All fields injected into GearSlotUI.cs
Prefab bindings confirmed shrine-pure
π Lesson Learned: Melee weapons deserve their own shrine. Donβt lump them in with the peasants.
π§Ύ Final Result
β
Hands slot now supports any IInjectableItem, including:
Melee weapons
Ranged weapons
Liquids, food, gear, misc
β Tooltip system is:
Modular
Prefab-safe
Inspector-driven
Runtime-resilient
β All slot interactions are shrine-sealed and bifurcation-aware
β Validator confirms prefab integrity across all tooltip panels
β 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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