Improves the HUD (#3655)

* All good except the combat doll

* Makes the HUD inventory less terrible

* Cleanup, nuke the Combat Mode button

* Harm icon

* Switch the icon

* Basic goon hud

* Toggleable

* Nuke the popup, properly centers it

* Fix clicking the button

* Nuke some old code

* missed a comment

* Remove defaults

* Localization

* Nuke some old yaml

* New sprites

Co-authored-by: ike709 <sparebytes@protonmail.com>
This commit is contained in:
ike709
2021-03-26 10:23:12 -05:00
committed by GitHub
parent ec7eab2989
commit 1d052d0410
45 changed files with 245 additions and 248 deletions

View File

@@ -25,13 +25,7 @@ namespace Content.Client.GameObjects.EntitySystems
{
base.Initialize();
_gameHud.OnCombatModeChanged = OnCombatModeChanged;
_gameHud.OnTargetingZoneChanged = OnTargetingZoneChanged;
CommandBinds.Builder
.Bind(ContentKeyFunctions.ToggleCombatMode,
InputCmdHandler.FromDelegate(CombatModeToggled))
.Register<CombatModeSystem>();
}
public override void Shutdown()
@@ -40,15 +34,6 @@ namespace Content.Client.GameObjects.EntitySystems
base.Shutdown();
}
private void CombatModeToggled(ICommonSession? session)
{
if (_gameTiming.IsFirstTimePredicted)
{
EntityManager.RaisePredictiveEvent(
new CombatModeSystemMessages.SetCombatModeActiveMessage(!IsInCombatMode()));
}
}
public bool IsInCombatMode()
{
var entity = _playerManager.LocalPlayer?.ControlledEntity;
@@ -64,10 +49,5 @@ namespace Content.Client.GameObjects.EntitySystems
{
EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
}
private void OnCombatModeChanged(bool obj)
{
EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetCombatModeActiveMessage(obj));
}
}
}