1 hotbar hud runtime projection and input
forgejo-actions edited this page 2026-07-15 12:43:13 +00:00

Hotbar HUD Runtime Projection And Input

The hotbar HUD projects authored ability loadouts, readiness, vitals, navigation, minimap, and input actions into the gameplay UI.

How It Works

The default HUD uses a stable 2x10 slot layout with row-one key labels and Dragoon loadout projection. Authoritative ability loadout overrides can arrive through ability_loadout.slot.* state. Readiness includes cooldown, stamina/mana shortfall, and passive skill state.

How To Use It

Add hotbar behavior through authored ability/loadout data and the HUD projection, not by special-casing button labels. Route hotbar button actions through ActivateHotbarSkill or ActivateHotbarSlot, then through local preview or authority gateways as appropriate.

Invariants

Slot ids must remain stable. UI rendering signatures should rebuild when vitals, status effects, slots, navigation, route, or minimap data changes. Client input cannot make an authority-denied ability succeed.

Debugging

Wrong labels point to loadout projection. Disabled buttons point to readiness. Missing rebuilds point to signature coverage. Local preview actions that work but fail online usually indicate an authority gateway or requirement mismatch.

Examples

If slot 1 shows the wrong Dragoon action, inspect the authored loadout and ability_loadout.slot.01 override. If a button appears ready with no stamina, inspect readiness projection before server authority.