Adds character menu, crafting menu and tutorial to the top left.
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@@ -1,15 +1,16 @@
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using Content.Client.GameObjects.Components.Mobs;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.UserInterface;
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using Content.Shared.Input;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Utility;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Client.Interfaces.Graphics;
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using Robust.Client.UserInterface.Controls;
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namespace Content.Client.GameObjects.Components.Actor
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{
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@@ -21,15 +22,15 @@ namespace Content.Client.GameObjects.Components.Actor
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{
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public override string Name => "Character Interface Component";
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/// <summary>
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/// Stored keybind to open the menu on keypress
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/// </summary>
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private InputCmdHandler _openMenuCmdHandler;
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[Dependency]
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#pragma warning disable 649
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private readonly IGameHud _gameHud;
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#pragma warning restore 649
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/// <summary>
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/// Window to hold each of the character interfaces
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/// </summary>
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private SS14Window _window;
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public SS14Window Window { get; private set; }
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/// <summary>
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/// Create the window with all character UIs and bind it to a keypress
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@@ -39,26 +40,11 @@ namespace Content.Client.GameObjects.Components.Actor
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base.Initialize();
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//Use all the character ui interfaced components to create the character window
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var UIcomponents = Owner.GetAllComponents<ICharacterUI>();
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_window = new CharacterWindow(UIcomponents);
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var uiComponents = Owner.GetAllComponents<ICharacterUI>();
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Window = new CharacterWindow(uiComponents);
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Window.OnClose += () => _gameHud.CharacterButtonDown = false;
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_window.AddToScreen();
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//Toggle window visible/invisible on keypress
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_openMenuCmdHandler = InputCmdHandler.FromDelegate(session => {
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if (_window.Visible)
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{
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_window.Close();
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}
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else
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{
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_window.Open();
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}
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});
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//Set keybind to open character menu
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var inputMgr = IoCManager.Resolve<IInputManager>();
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inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, _openMenuCmdHandler);
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Window.AddToScreen();
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}
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/// <summary>
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@@ -68,13 +54,40 @@ namespace Content.Client.GameObjects.Components.Actor
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{
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base.OnRemove();
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_window.Dispose();
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_window = null;
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Window.Dispose();
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Window = null;
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var inputMgr = IoCManager.Resolve<IInputManager>();
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inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, null);
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case PlayerAttachedMsg playerAttachedMsg:
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_gameHud.CharacterButtonVisible = true;
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_gameHud.CharacterButtonToggled = b =>
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{
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if (b)
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{
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Window.Open();
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}
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else
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{
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Window.Close();
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}
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};
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break;
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case PlayerDetachedMsg playerDetachedMsg:
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_gameHud.CharacterButtonVisible = false;
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break;
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}
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}
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/// <summary>
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/// A window that collects and shows all the individual character user interfaces
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/// </summary>
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