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.
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committed by
Pieter-Jan Briers
parent
6497cdf8ff
commit
12cf5559c2
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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/// <summary>
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/// Handles the icons on the right side of the screen.
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/// Should only be used for player-controlled entities
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/// </summary>
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public abstract class SharedStatusEffectsComponent : Component
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{
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public override string Name => "StatusEffectsUI";
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public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
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public sealed override Type StateType => typeof(StatusEffectComponentState);
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}
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[Serializable, NetSerializable]
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public class StatusEffectComponentState : ComponentState
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{
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public Dictionary<StatusEffect, string> StatusEffects;
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public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
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{
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StatusEffects = statusEffects;
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}
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}
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// Each status effect is assumed to be unique
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public enum StatusEffect
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{
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Health,
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}
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}
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