diff --git a/Assets/PerfectWorld/Prefab/UIManager.prefab b/Assets/PerfectWorld/Prefab/UIManager.prefab
index b29658440c..b445272f96 100644
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diff --git a/Assets/Scripts/CECHostPlayer.Skill.cs b/Assets/Scripts/CECHostPlayer.Skill.cs
index 9fe66f5018..80c8284057 100644
--- a/Assets/Scripts/CECHostPlayer.Skill.cs
+++ b/Assets/Scripts/CECHostPlayer.Skill.cs
@@ -1819,9 +1819,9 @@ namespace BrewMonster
#if UNITY_EDITOR
///
- /// Cycles through learned skills by removing all shortcuts and adding 2 new skills to slots 0 and 1.
- /// If m_startingSkillID is set (>0), uses that specific skill ID and the next one (ID+1).
- /// Otherwise, cycles through all learned skills in pairs.
+ /// Cycles through learned skills by removing all shortcuts and adding 8 new skills to slots 0-7.
+ /// If m_startingSkillID is set (>0), uses that specific skill ID and the next 7 (ID+1 through ID+7).
+ /// Otherwise, cycles through all learned skills in groups of 8.
///
public void CycleSkillShortcuts()
{
@@ -1843,71 +1843,31 @@ namespace BrewMonster
// First press: startingID + 0, startingID + 1 (e.g., 5, 6)
// Second press: startingID + 2, startingID + 3 (e.g., 7, 8)
// Third press: startingID + 4, startingID + 5 (e.g., 9, 10)
- int currentSkillID1 = m_startingSkillID + (m_currentSkillCycleIndex * 2);
- int currentSkillID2 = currentSkillID1 + 1;
- BMLogger.LogError($"CycleSkillShortcuts: Trying to add skills {currentSkillID1} and {currentSkillID2}");
- // Find and add first skill
- CECSkill pSkill1 = GetPositiveSkillByID(currentSkillID1);
- if (pSkill1 != null)
+ int firstIndex = m_startingSkillID + (m_currentSkillCycleIndex * 8);
+ List skillIDs = new List();
+ for (int i = 0; i < 8; i++)
{
- pSCS.CreateSkillShortcut(0, pSkill1);
- Debug.LogError($"CycleSkillShortcuts: Added skill ID {currentSkillID1} to slot 0");
+ skillIDs.Add(firstIndex + i);
}
- else
+ string skillIDsString = string.Join(", ", skillIDs);
+ BMLogger.LogError($"CycleSkillShortcuts: Trying to add skills {skillIDsString}");
+ for (int i = 0; i < skillIDs.Count; i++)
{
- Debug.LogError($"CycleSkillShortcuts: Skill with ID {currentSkillID1} not found in learned skills");
- int find = 1;
- while (pSkill1 == null && find < 100)
+ int skillID = skillIDs[i];
+ CECSkill pSkill = GetPositiveSkillByID(skillID);
+ if (pSkill != null)
{
- m_startingSkillID++;
- Debug.LogError($"CycleSkillShortcuts: m_startingSkillID {m_startingSkillID} ");
- currentSkillID1 = m_startingSkillID + (m_currentSkillCycleIndex * 2);
- pSkill1 = GetPositiveSkillByID(currentSkillID1);
- find++;
- }
-
- if (pSkill1 != null)
- {
- pSCS.CreateSkillShortcut(0, pSkill1);
+ pSCS.CreateSkillShortcut(i, pSkill);
}
else
{
- Debug.LogError($"CycleSkillShortcuts: Failed to find skill after {find} attempts");
- }
- }
-
- // Find and add second skill
- CECSkill pSkill2 = GetPositiveSkillByID(currentSkillID2);
- if (pSkill2 != null)
- {
- pSCS.CreateSkillShortcut(1, pSkill2);
- Debug.LogError($"CycleSkillShortcuts: Added skill ID {currentSkillID2} to slot 1");
- }
- else
- {
- Debug.LogError($"CycleSkillShortcuts: Skill with ID {currentSkillID2} not found in learned skills");
- int find = 1;
- while (pSkill2 == null && find < 100)
- {
- m_startingSkillID++;
- Debug.LogError($"CycleSkillShortcuts: m_startingSkillID {m_startingSkillID} ");
- currentSkillID2 = m_startingSkillID + (m_currentSkillCycleIndex * 2) + 1;
- pSkill2 = GetPositiveSkillByID(currentSkillID2);
- find++;
- }
-
- if (pSkill2 != null)
- {
- pSCS.CreateSkillShortcut(1, pSkill2);
- }
- else
- {
- Debug.LogError($"CycleSkillShortcuts: Failed to find skill after {find} attempts");
+ Debug.LogError($"CycleSkillShortcuts: Skill with ID {skillID} not found in learned skills");
+ break;
}
}
// Increment cycle index for next press
- m_currentSkillCycleIndex++;
+ ++m_currentSkillCycleIndex;
// Update UI
CDlgQuickBar cDlgQuickBar2 = CECUIManager.Instance?.GetCDlgQuickBar();
@@ -1928,36 +1888,29 @@ namespace BrewMonster
return;
}
- // Calculate how many pairs we can make
- int maxPairs = (skillCount + 1) / 2; // Round up division
+ // Calculate how many groups of 8 we can make
+ int maxGroups = (skillCount + 7) / 8; // Round up division
// Wrap around if we've reached the end
- if (m_currentSkillCycleIndex >= maxPairs)
+ if (m_currentSkillCycleIndex >= maxGroups)
{
m_currentSkillCycleIndex = 0;
}
- // Calculate skill indices for this cycle
- int skillIndex1 = m_currentSkillCycleIndex * 2;
- int skillIndex2 = skillIndex1 + 1;
+ // Calculate starting skill index for this cycle
+ int startSkillIndex = m_currentSkillCycleIndex * 8;
- // Add first skill to slot 0
- if (skillIndex1 < skillCount)
+ // Fill all 8 shortcut slots
+ for (int slotIndex = 0; slotIndex < 8; slotIndex++)
{
- CECSkill pSkill1 = GetPositiveSkillByIndex(skillIndex1);
- if (pSkill1 != null)
+ int skillIndex = startSkillIndex + slotIndex;
+ if (skillIndex < skillCount)
{
- pSCS.CreateSkillShortcut(0, pSkill1);
- }
- }
-
- // Add second skill to slot 1 (if available)
- if (skillIndex2 < skillCount)
- {
- CECSkill pSkill2 = GetPositiveSkillByIndex(skillIndex2);
- if (pSkill2 != null)
- {
- pSCS.CreateSkillShortcut(1, pSkill2);
+ CECSkill pSkill = GetPositiveSkillByIndex(skillIndex);
+ if (pSkill != null)
+ {
+ pSCS.CreateSkillShortcut(slotIndex, pSkill);
+ }
}
}
diff --git a/Assets/Scripts/CECUIManager.cs b/Assets/Scripts/CECUIManager.cs
index 4b2cb79795..309ebe5fe2 100644
--- a/Assets/Scripts/CECUIManager.cs
+++ b/Assets/Scripts/CECUIManager.cs
@@ -31,6 +31,7 @@ public class CECUIManager : MonoSingleton
[SerializeField] private UnityEngine.UI.Button btnSecondClick;
[SerializeField] CDlgQuickBar m_pDlgQuickBar1;
+ [SerializeField] GameObject ChangeSkillShortcutButton;
public CDlgSkillSubOther m_pDlgSkillSubOther;
CDlgMessageBox m_pDlgMessageBox;
public CDlgSkillAction m_pDlgSkillAction;
@@ -61,6 +62,11 @@ public class CECUIManager : MonoSingleton
}
ShowUI("Win_Hpmpxp");
+ #if UNITY_EDITOR
+ ChangeSkillShortcutButton.SetActive(true);
+ #else
+ ChangeSkillShortcutButton.SetActive(false);
+ #endif
}
private void Update()