More DoAfter Changes (#14609)
* DoAfters * Compact Clone() * Fix mice and cuffables * Try generalize attempt events * moves climbabledoafter event to shared, fixes issue with climbable target * Fix merge (cuffing) * Make all events netserializable * handful of doafter events moved * moves the rest of the events to their respective shared folders * Changes all mentions of server doafter to shared * stop stripping cancellation * fix merge errors * draw paused doafters * handle unpausing * missing netserializable ref * removes break on stun reference * removes cuffing state reference * Fix tools * Fix door prying. * Fix construction * Fix dumping * Fix wielding assert * fix rev * Fix test * more test fixes --------- Co-authored-by: keronshb <keronshb@live.com>
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@@ -20,10 +20,22 @@ public sealed class AlertsUIController : UIController, IOnStateEntered<GameplayS
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var gameplayStateLoad = UIManager.GetUIController<GameplayStateLoadController>();
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gameplayStateLoad.OnScreenLoad += OnScreenLoad;
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gameplayStateLoad.OnScreenUnload += OnScreenUnload;
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}
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private void OnScreenUnload()
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{
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var widget = UI;
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if (widget != null)
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widget.AlertPressed -= OnAlertPressed;
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}
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private void OnScreenLoad()
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{
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var widget = UI;
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if (widget != null)
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widget.AlertPressed += OnAlertPressed;
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SyncAlerts();
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}
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@@ -43,14 +55,6 @@ public sealed class AlertsUIController : UIController, IOnStateEntered<GameplayS
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{
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UI?.SyncControls(system, system.AlertOrder, e);
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}
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// The UI can change underneath us if the user switches between HUD layouts
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// So ensure we're subscribed to the AlertPressed callback.
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if (UI != null)
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{
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UI.AlertPressed -= OnAlertPressed; // Ensure we don't hook into the callback twice
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UI.AlertPressed += OnAlertPressed;
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}
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}
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public void OnSystemLoaded(ClientAlertsSystem system)
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@@ -65,13 +69,9 @@ public sealed class AlertsUIController : UIController, IOnStateEntered<GameplayS
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system.ClearAlerts -= SystemOnClearAlerts;
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}
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public void OnStateEntered(GameplayState state)
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{
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if (UI != null)
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{
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UI.AlertPressed += OnAlertPressed;
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}
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// initially populate the frame if system is available
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SyncAlerts();
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}
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