Lathe Refactor and ECS (#11201)
* lathe and material storage refactor * materialStorage ECS it kinda sus tho * beginning the lathe shitcode dive * couple lathe visuals and lathe system * lathe changes and such * dynamic lathe databases * rewrote internal logic on to ui * da newI * material display clientside * misc ui changes * component state handling and various other things * moar * Update Content.Shared/Lathe/LatheComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * first volley of sloth review * more fixes * losin' my mind * all da changes * test fix and other review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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Content.Client/Materials/MaterialStorageSystem.cs
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Content.Client/Materials/MaterialStorageSystem.cs
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using Content.Shared.Materials;
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using Robust.Client.GameObjects;
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namespace Content.Client.Materials;
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/// <summary>
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/// This handles...
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/// </summary>
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public sealed class MaterialStorageSystem : SharedMaterialStorageSystem
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{
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[Dependency] private readonly TransformSystem _transform = default!;
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protected override void OnFinishInsertMaterialEntity(EntityUid toInsert, MaterialStorageComponent component)
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{
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_transform.DetachParentToNull(Transform(toInsert));
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}
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}
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