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:
metalgearsloth
2019-10-31 02:37:22 +11:00
committed by Pieter-Jan Briers
parent 6497cdf8ff
commit 12cf5559c2
16 changed files with 431 additions and 241 deletions

View File

@@ -0,0 +1,36 @@
using System;
using System.Collections.Generic;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs
{
/// <summary>
/// Handles the icons on the right side of the screen.
/// Should only be used for player-controlled entities
/// </summary>
public abstract class SharedStatusEffectsComponent : Component
{
public override string Name => "StatusEffectsUI";
public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
public sealed override Type StateType => typeof(StatusEffectComponentState);
}
[Serializable, NetSerializable]
public class StatusEffectComponentState : ComponentState
{
public Dictionary<StatusEffect, string> StatusEffects;
public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
{
StatusEffects = statusEffects;
}
}
// Each status effect is assumed to be unique
public enum StatusEffect
{
Health,
}
}