Replaces PowerReceiver's C# event with a ComponentMessage (#2888)

Co-authored-by: py01 <pyronetics01@gmail.com>
This commit is contained in:
py01
2021-01-03 09:13:01 -06:00
committed by GitHub
parent 914a214a19
commit 32f04fd7ca
19 changed files with 182 additions and 181 deletions

View File

@@ -1,4 +1,4 @@
#nullable enable
#nullable enable
using System;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.GUI;
@@ -53,19 +53,21 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
Owner.EnsureComponent<PowerReceiverComponent>();
_container = ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-powerCellContainer", Owner);
// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
receiver.OnPowerStateChanged += PowerUpdate;
case PowerChangedMessage powerChanged:
PowerUpdate(powerChanged);
break;
}
}
public override void OnRemove()
{
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver))
{
receiver.OnPowerStateChanged -= PowerUpdate;
}
_heldBattery = null;
base.OnRemove();
@@ -114,7 +116,7 @@ namespace Content.Server.GameObjects.Components.Power.ApcNetComponents.PowerRece
UpdateStatus();
}
private void PowerUpdate(object? sender, PowerStateEventArgs eventArgs)
private void PowerUpdate(PowerChangedMessage eventArgs)
{
UpdateStatus();
}