Refactor disposals to ECS (#4418)
* ECS up disposals Also significantly reduced its CPU usage. * Make update significantly less S L O W * Start units pressurised * Client-side flush lerping * Fix powered not toggling UI * Fix flush button * InteractUsing * Minor optimisations * Fix collisions * Make visual state ECS * Almost done with shared * Most stuff moved * Optimise item sleeping
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@@ -1,4 +1,6 @@
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using System;
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using Content.Client.Stylesheets;
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using Content.Shared.Disposal;
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using Content.Shared.Disposal.Components;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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@@ -7,6 +9,7 @@ using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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@@ -130,13 +133,23 @@ namespace Content.Client.Disposal.UI
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Color.FromHsv(new Vector4(finalHue, saturation, value, alpha));
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}
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public void UpdateState(DisposalUnitBoundUserInterfaceState state)
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/// <summary>
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/// Update the interface state for the disposals window.
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/// </summary>
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/// <returns>true if we should stop updating every frame.</returns>
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public bool UpdateState(DisposalUnitBoundUserInterfaceState state)
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{
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var currentTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var fullTime = state.FullPressureTime;
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var pressure = (float) Math.Min(1.0f, 1.0f - (fullTime.TotalSeconds - currentTime.TotalSeconds) * SharedDisposalUnitSystem.PressurePerSecond);
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Title = state.UnitName;
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_unitState.Text = state.UnitState;
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UpdatePressureBar(state.Pressure);
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UpdatePressureBar(pressure);
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Power.Pressed = state.Powered;
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Engage.Pressed = state.Engaged;
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return !state.Powered || pressure >= 1.0f;
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}
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}
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}
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