Content update for UI prediction (#27214)

* Content update for UI refactor

* Big update

* Sharing

* Remaining content updates

* First big update

* Prototype updates

* AUGH

* Fix UI comp ref

* Cleanup

- Fix predicted message, fix item slots, fix interaction range check.

* Fix regressions

* Make this predictive

idk why it wasn't.

* Fix slime merge

* Merge conflict

* Fix merge
This commit is contained in:
metalgearsloth
2024-04-26 18:16:24 +10:00
committed by GitHub
parent 32b81de8c5
commit 5896e68752
279 changed files with 1308 additions and 1582 deletions

View File

@@ -129,11 +129,11 @@ public sealed class AmeControllerSystem : EntitySystem
if (!Resolve(uid, ref controller))
return;
if (!_userInterfaceSystem.TryGetUi(uid, AmeControllerUiKey.Key, out var bui))
if (!_userInterfaceSystem.HasUi(uid, AmeControllerUiKey.Key))
return;
var state = GetUiState(uid, controller);
_userInterfaceSystem.SetUiState(bui, state);
_userInterfaceSystem.SetUiState(uid, AmeControllerUiKey.Key, state);
controller.NextUIUpdate = _gameTiming.CurTime + controller.UpdateUIPeriod;
}
@@ -324,7 +324,7 @@ public sealed class AmeControllerSystem : EntitySystem
private void OnUiButtonPressed(EntityUid uid, AmeControllerComponent comp, UiButtonPressedMessage msg)
{
var user = msg.Session.AttachedEntity;
var user = msg.Actor;
if (!Exists(user))
return;
@@ -334,7 +334,7 @@ public sealed class AmeControllerSystem : EntitySystem
_ => true,
};
if (!PlayerCanUseController(uid, user!.Value, needsPower, comp))
if (!PlayerCanUseController(uid, user, needsPower, comp))
return;
_audioSystem.PlayPvs(comp.ClickSound, uid, AudioParams.Default.WithVolume(-2f));