[Entity] Brig Timers (#15285)
* brigtimer * ok * TextScreen w timer implementation * second commit * working brig timer * signal timers near completion * soon done * removed licenses, fixes noRotation on screens, minor edits * no message * no message * removed my last todos * removed csproj.rej?? * missed a thing with .yml and tests * fix tests * Update base_structureairlocks.yml * timespan type serialize * activation turned into comp * sloth review * Update timer.yml * small changes --------- Co-authored-by: CommieFlowers <rasmus.cedergren@hotmail.com> Co-authored-by: rolfero <45628623+rolfero@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,81 @@
|
||||
using Content.Shared.MachineLinking;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Client.MachineLinking.UI;
|
||||
|
||||
public sealed class SignalTimerBoundUserInterface : BoundUserInterface
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
private SignalTimerWindow? _window;
|
||||
|
||||
public SignalTimerBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void Open()
|
||||
{
|
||||
base.Open();
|
||||
|
||||
_window = new SignalTimerWindow(this);
|
||||
|
||||
if (State != null)
|
||||
UpdateState(State);
|
||||
|
||||
_window.OpenCentered();
|
||||
_window.OnClose += Close;
|
||||
_window.OnCurrentTextChanged += OnTextChanged;
|
||||
_window.OnCurrentDelayMinutesChanged += OnDelayChanged;
|
||||
_window.OnCurrentDelaySecondsChanged += OnDelayChanged;
|
||||
}
|
||||
|
||||
public void OnStartTimer()
|
||||
{
|
||||
SendMessage(new SignalTimerStartMessage());
|
||||
}
|
||||
|
||||
private void OnTextChanged(string newText)
|
||||
{
|
||||
SendMessage(new SignalTimerTextChangedMessage(newText));
|
||||
}
|
||||
|
||||
private void OnDelayChanged(string newDelay)
|
||||
{
|
||||
if (_window == null)
|
||||
return;
|
||||
SendMessage(new SignalTimerDelayChangedMessage(_window.GetDelay()));
|
||||
}
|
||||
|
||||
public TimeSpan GetCurrentTime()
|
||||
{
|
||||
return _gameTiming.CurTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the UI state based on server-sent info
|
||||
/// </summary>
|
||||
/// <param name="state"></param>
|
||||
protected override void UpdateState(BoundUserInterfaceState state)
|
||||
{
|
||||
base.UpdateState(state);
|
||||
|
||||
if (_window == null || state is not SignalTimerBoundUserInterfaceState cast)
|
||||
return;
|
||||
|
||||
_window.SetCurrentText(cast.CurrentText);
|
||||
_window.SetCurrentDelayMinutes(cast.CurrentDelayMinutes);
|
||||
_window.SetCurrentDelaySeconds(cast.CurrentDelaySeconds);
|
||||
_window.SetShowText(cast.ShowText);
|
||||
_window.SetTriggerTime(cast.TriggerTime);
|
||||
_window.SetTimerStarted(cast.TimerStarted);
|
||||
_window.SetHasAccess(cast.HasAccess);
|
||||
}
|
||||
|
||||
protected override void Dispose(bool disposing)
|
||||
{
|
||||
base.Dispose(disposing);
|
||||
if (!disposing) return;
|
||||
_window?.Dispose();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user