Refactor SpeciesUI into overlay and status effects (#381)
* Refactor SpeciesUI into overlay and status effects All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think. * Change overlay / status effects to use states * Change TryRemoveStatus to RemoveStatus Doesn't return a bool so not trying. Addressing PJB's feedback.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
6497cdf8ff
commit
12cf5559c2
@@ -0,0 +1,116 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.UserInterface;
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using Content.Client.Utility;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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/// <inheritdoc/>
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[RegisterComponent]
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public sealed class ClientStatusEffectsComponent : SharedStatusEffectsComponent
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{
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IResourceCache _resourceCache;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager;
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#pragma warning restore 649
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private StatusEffectsUI _ui;
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private IDictionary<StatusEffect, string> _icons = new Dictionary<StatusEffect, string>();
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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/// </summary>
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private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
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protected override void Shutdown()
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{
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base.Shutdown();
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PlayerDetached();
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
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IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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PlayerAttached();
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break;
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case PlayerDetachedMsg _:
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PlayerDetached();
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break;
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is StatusEffectComponentState state) || _icons == state.StatusEffects) return;
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_icons = state.StatusEffects;
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UpdateIcons();
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}
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private void PlayerAttached()
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{
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if (!CurrentlyControlled || _ui != null)
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{
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return;
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}
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_ui = new StatusEffectsUI();
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_userInterfaceManager.StateRoot.AddChild(_ui);
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UpdateIcons();
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}
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private void PlayerDetached()
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{
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if (!CurrentlyControlled)
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{
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return;
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}
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_ui?.Dispose();
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}
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public void UpdateIcons()
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{
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if (!CurrentlyControlled || _ui == null)
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{
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return;
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}
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_ui.VBox.DisposeAllChildren();
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foreach (var effect in _icons.OrderBy(x => (int) x.Key))
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{
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TextureRect newIcon = new TextureRect
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{
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TextureScale = (2, 2),
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Texture = _resourceCache.GetTexture(effect.Value)
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};
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newIcon.Texture = _resourceCache.GetTexture(effect.Value);
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_ui.VBox.AddChild(newIcon);
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}
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}
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public void RemoveIcon(StatusEffect name)
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{
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_icons.Remove(name);
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UpdateIcons();
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Logger.InfoS("statuseffects", $"Removed icon {name}");
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}
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}
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}
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