Hud refactor (#7202)

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Jezithyr <jmaster9999@gmail.com>
Co-authored-by: Jezithyr <Jezithyr@gmail.com>
Co-authored-by: Visne <39844191+Visne@users.noreply.github.com>
Co-authored-by: wrexbe <wrexbe@protonmail.com>
Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com>
This commit is contained in:
Jezithyr
2022-10-12 01:16:23 -07:00
committed by GitHub
parent d09fbc1849
commit 571dd4e6d5
168 changed files with 6940 additions and 7817 deletions

View File

@@ -0,0 +1,130 @@
using Content.Client.Gameplay;
using Content.Client.Ghost;
using Content.Client.UserInterface.Systems.Ghost.Widgets;
using Content.Shared.Ghost;
using Robust.Client.UserInterface;
using Robust.Client.UserInterface.Controllers;
namespace Content.Client.UserInterface.Systems.Ghost;
// TODO hud refactor BEFORE MERGE fix ghost gui being too far up
public sealed class GhostUIController : UIController, IOnStateChanged<GameplayState>, IOnSystemChanged<GhostSystem>
{
[Dependency] private readonly IEntityNetworkManager _net = default!;
[UISystemDependency] private readonly GhostSystem? _system = default;
private GhostGui? Gui => UIManager.GetActiveUIWidgetOrNull<GhostGui>();
public void OnSystemLoaded(GhostSystem system)
{
system.PlayerRemoved += OnPlayerRemoved;
system.PlayerUpdated += OnPlayerUpdated;
system.PlayerAttached += OnPlayerAttached;
system.PlayerDetached += OnPlayerDetached;
system.GhostWarpsResponse += OnWarpsResponse;
system.GhostRoleCountUpdated += OnRoleCountUpdated;
}
public void OnSystemUnloaded(GhostSystem system)
{
system.PlayerRemoved -= OnPlayerRemoved;
system.PlayerUpdated -= OnPlayerUpdated;
system.PlayerAttached -= OnPlayerAttached;
system.PlayerDetached -= OnPlayerDetached;
system.GhostWarpsResponse -= OnWarpsResponse;
system.GhostRoleCountUpdated -= OnRoleCountUpdated;
}
private void UpdateGui()
{
Gui?.Update(_system?.AvailableGhostRoleCount, _system?.Player?.CanReturnToBody);
}
private void OnPlayerRemoved(GhostComponent component)
{
Gui?.Hide();
}
private void OnPlayerUpdated(GhostComponent component)
{
UpdateGui();
}
private void OnPlayerAttached(GhostComponent component)
{
if (Gui == null)
return;
Gui.Visible = true;
UpdateGui();
}
private void OnPlayerDetached()
{
Gui?.Hide();
}
private void OnWarpsResponse(GhostWarpsResponseEvent msg)
{
if (Gui?.TargetWindow is not { } window)
return;
window.UpdateWarps(msg.Warps);
window.Populate();
}
private void OnRoleCountUpdated(GhostUpdateGhostRoleCountEvent msg)
{
UpdateGui();
}
private void OnWarpClicked(EntityUid player)
{
var msg = new GhostWarpToTargetRequestEvent(player);
_net.SendSystemNetworkMessage(msg);
}
public void OnStateEntered(GameplayState state)
{
if (Gui == null)
return;
Gui.RequestWarpsPressed += RequestWarps;
Gui.ReturnToBodyPressed += ReturnToBody;
Gui.GhostRolesPressed += GhostRolesPressed;
Gui.TargetWindow.WarpClicked += OnWarpClicked;
Gui.Visible = _system?.IsGhost ?? false;
}
public void OnStateExited(GameplayState state)
{
if (Gui == null)
return;
Gui.RequestWarpsPressed -= RequestWarps;
Gui.ReturnToBodyPressed -= ReturnToBody;
Gui.GhostRolesPressed -= GhostRolesPressed;
Gui.TargetWindow.WarpClicked -= OnWarpClicked;
Gui.Hide();
}
private void ReturnToBody()
{
_system?.ReturnToBody();
}
private void RequestWarps()
{
_system?.RequestWarps();
Gui?.TargetWindow.Populate();
Gui?.TargetWindow.OpenCentered();
}
private void GhostRolesPressed()
{
_system?.OpenGhostRoles();
}
}