feat: Controller hotbars with cross layout, separate storage, and sync with game
- Add controller hotbars: 8 cross bars (L2/R2 style), separate from normal hotbars 1-8 - Controller bar slot data stored in config (not game StandardHotbars) so layouts can differ per mode - Drag-and-drop on controller bars: from game, shift+drag rearrange, release outside to clear - Independent controller bar keybinds with modifier+trigger combinations (e.g. L2+South) - Optional 'Sync bar mode with game client': follow Character Config Mouse/Gamepad toggle (PadMode) - Clone/copy actions: normal hotbars ↔ controller bars - Restore controller bar layout button; deploy to devPlugins on Release build Made-with: Cursor
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@@ -425,6 +425,25 @@ namespace HSUI.Interface
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_hudElementsUsingPlayer.Add(barHud);
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}
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ControllerBarConfig[] controllerBarConfigs = new ControllerBarConfig[]
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{
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ConfigurationManager.Instance.GetConfigObject<ControllerBar1Config>(),
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ConfigurationManager.Instance.GetConfigObject<ControllerBar2Config>(),
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ConfigurationManager.Instance.GetConfigObject<ControllerBar3Config>(),
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ConfigurationManager.Instance.GetConfigObject<ControllerBar4Config>(),
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ConfigurationManager.Instance.GetConfigObject<ControllerBar5Config>(),
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ConfigurationManager.Instance.GetConfigObject<ControllerBar6Config>(),
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ConfigurationManager.Instance.GetConfigObject<ControllerBar7Config>(),
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ConfigurationManager.Instance.GetConfigObject<ControllerBar8Config>()
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};
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for (int i = 0; i < controllerBarConfigs.Length; i++)
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{
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var barConfig = controllerBarConfigs[i];
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var crossBarHud = new CrossBarHud(barConfig, $"Cross Bar {i + 1}");
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_hudElements.Add(barConfig, crossBarHud);
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_hudElementsUsingPlayer.Add(crossBarHud);
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}
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var partyCooldownsConfig = ConfigurationManager.Instance.GetConfigObject<PartyCooldownsConfig>();
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var partyCooldownsHud = new PartyCooldownsHud(partyCooldownsConfig, "Party Cooldowns");
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_hudElements.Add(partyCooldownsConfig, partyCooldownsHud);
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