UI/Player/Weapons.razor
@using Sandbox
@using Sandbox.UI
@inherits Panel

<style>
    Weapons {
        position: absolute;
        width: auto;
        left: 50%;
        top: 50%;
        height: auto;
        margin-left: 0px;
        margin-top: 228px;
        transition: opacity 0.5s ease;
        justify-content: center;
        align-items: center;
        align-content: center;
        transform: translate(-50%, -50%);
        z-index: 7;

        &.hidden {
            opacity: 0;
            pointer-events: none;
        }

        .list {
            flex-direction: row;
            justify-content: center;
            align-items: center;
            align-content: center;
            gap: 14px;

            .entry {
                flex-direction: column;
                justify-content: center;
                align-items: center;
                align-content: center;
                position: relative;
                min-width: 0;
                padding: 4px;
                gap: 0;

                .icon {
                    width: 58px;
                    aspect-ratio: 1;
                }

                .glyph {
                    position: relative;
                    left: 0px;
                    top: 0px;
                    min-width: 42px;
                    height: 42px;
                    justify-content: center;
                    align-items: center;
                }

                &.active {
                    transition: opacity 0.1s ease;
                    .icon { width: 76px; aspect-ratio: 1; opacity: 0.98; }
                }

                &.inactive {
                    opacity: 0.125;
                }
            }
        }
    }
</style>

<root>
    <div class="list">
        @foreach ( var pair in (LocalPlayer.Pawn?.Weapons ?? Enumerable.Empty<Weapon>()).Select( (weapon, index) => (weapon, index) ) )
        {
            var weapon = pair.weapon;
            var slot = pair.index + 1;
            if ( weapon == null || !weapon.IsValid() ) continue;
            <div class="entry @(weapon == LocalPlayer.Pawn?.ActiveWeapon ? "active" : "inactive")">
                <img class="icon" [email protected] />
                <InputHint Action="@GetSlotAction(slot)" class="glyph" />
            </div>
        }
    </div>
</root>

@code
{
    public override void Tick()
    {
        SetClass( "hidden", !(LocalPlayer.Pawn?.IsAlive ?? false) );
    }

    protected override int BuildHash()
    {
        var h = new HashCode();
        var pawn = LocalPlayer.Pawn;
        h.Add( pawn?.ActiveWeapon );
        if ( pawn != null )
            foreach ( var w in pawn.Weapons )
                h.Add( w );
        return h.ToHashCode();
    }

    private static string GetSlotAction( int slot ) => $"slot{Math.Clamp( slot, 1, 9 )}";

}