Borg hands & hand whitelisting (#38668)
* Borg hands & hand whitelisting * yaml linted * yaml linted (x2) * yaml linted (x3) * my storage tests so pass * no need for SetCount * ok new stuff you can get fixed too * oops * staque * what if we addressed feedback * my place so holder * what if we addresesd feedback * what if i did it correctly * terminating or deleted
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@@ -1,9 +1,11 @@
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using System.Numerics;
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using Content.Client.Cooldown;
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using Content.Client.UserInterface.Systems.Inventory.Controls;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using Robust.Shared.Prototypes;
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namespace Content.Client.UserInterface.Controls
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{
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@@ -20,6 +22,7 @@ namespace Content.Client.UserInterface.Controls
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public CooldownGraphic CooldownDisplay { get; }
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private SpriteView SpriteView { get; }
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private EntityPrototypeView ProtoView { get; }
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public EntityUid? Entity => SpriteView.Entity;
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@@ -141,6 +144,13 @@ namespace Content.Client.UserInterface.Controls
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SetSize = new Vector2(DefaultButtonSize, DefaultButtonSize),
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OverrideDirection = Direction.South
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});
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AddChild(ProtoView = new EntityPrototypeView
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{
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Visible = false,
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Scale = new Vector2(2, 2),
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SetSize = new Vector2(DefaultButtonSize, DefaultButtonSize),
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OverrideDirection = Direction.South
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});
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AddChild(HoverSpriteView = new SpriteView
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{
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@@ -209,12 +219,35 @@ namespace Content.Client.UserInterface.Controls
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HoverSpriteView.SetEntity(null);
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}
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/// <summary>
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/// Causes the control to display a placeholder prototype, optionally faded
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/// </summary>
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public void SetEntity(EntityUid? ent)
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{
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SpriteView.SetEntity(ent);
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SpriteView.Visible = true;
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ProtoView.Visible = false;
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UpdateButtonTexture();
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}
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/// <summary>
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/// Causes the control to display a placeholder prototype, optionally faded
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/// </summary>
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public void SetPrototype(EntProtoId? proto, bool fade)
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{
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ProtoView.SetPrototype(proto);
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SpriteView.Visible = false;
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ProtoView.Visible = true;
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UpdateButtonTexture();
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if (ProtoView.Entity is not { } ent || !fade)
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return;
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var sprites = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SpriteSystem>();
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sprites.SetColor((ent.Owner, ent.Comp1), Color.DarkGray.WithAlpha(0.65f));
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}
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private void UpdateButtonTexture()
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{
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var fullTexture = Theme.ResolveTextureOrNull(_fullButtonTexturePath);
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