Lobby refactor + species loadouts support (#27576)

* Vox stuff

* Species loadouts and lobby refactor

The control flow for lobby is all over the shop so I pulled it all up from the individual controls so now they handle the bare minimum required and LobbyUIController handles the rest.

* a

* Bulk changes

* a

* weh

* Character import / export

* finalise

* woops this stuff too

* Also datafield exporting

* comments

* Review
This commit is contained in:
metalgearsloth
2024-05-12 09:18:21 +10:00
committed by GitHub
parent 999d044139
commit 332f54a3ae
49 changed files with 1867 additions and 1563 deletions

View File

@@ -0,0 +1,92 @@
using System.Linq;
using Content.Client.Humanoid;
using Content.Shared.Clothing;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Robust.Client.AutoGenerated;
using Robust.Client.UserInterface.Controls;
using Robust.Client.UserInterface.XAML;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
namespace Content.Client.Lobby.UI;
/// <summary>
/// Holds character data on the side of the setup GUI.
/// </summary>
[GenerateTypedNameReferences]
public sealed partial class CharacterPickerButton : ContainerButton
{
private IEntityManager _entManager;
private EntityUid _previewDummy;
/// <summary>
/// Invoked if we should delete the attached character
/// </summary>
public event Action? OnDeletePressed;
public CharacterPickerButton(
IEntityManager entityManager,
IPrototypeManager prototypeManager,
ButtonGroup group,
ICharacterProfile profile,
bool isSelected)
{
RobustXamlLoader.Load(this);
_entManager = entityManager;
AddStyleClass(StyleClassButton);
ToggleMode = true;
Group = group;
var description = profile.Name;
if (profile is not HumanoidCharacterProfile humanoid)
{
_previewDummy = entityManager.SpawnEntity(prototypeManager.Index<SpeciesPrototype>(SharedHumanoidAppearanceSystem.DefaultSpecies).DollPrototype, MapCoordinates.Nullspace);
}
else
{
_previewDummy = UserInterfaceManager.GetUIController<LobbyUIController>()
.LoadProfileEntity(humanoid, null, true);
var highPriorityJob = humanoid.JobPriorities.SingleOrDefault(p => p.Value == JobPriority.High).Key;
if (highPriorityJob != null)
{
var jobName = prototypeManager.Index<JobPrototype>(highPriorityJob).LocalizedName;
description = $"{description}\n{jobName}";
}
}
Pressed = isSelected;
DeleteButton.Visible = !isSelected;
View.SetEntity(_previewDummy);
DescriptionLabel.Text = description;
ConfirmDeleteButton.OnPressed += _ =>
{
Parent?.RemoveChild(this);
Parent?.RemoveChild(ConfirmDeleteButton);
OnDeletePressed?.Invoke();
};
DeleteButton.OnPressed += _ =>
{
DeleteButton.Visible = false;
ConfirmDeleteButton.Visible = true;
};
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing)
return;
_entManager.DeleteEntity(_previewDummy);
_previewDummy = default;
}
}