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

@@ -90,12 +90,10 @@ public sealed partial class SpaceVillainArcadeSystem : EntitySystem
_audioSystem.PlayPvs(component.NewGameSound, uid, AudioParams.Default.WithVolume(-4f));
component.Game = new SpaceVillainGame(uid, component, this);
if (_uiSystem.TryGetUi(uid, SpaceVillainArcadeUiKey.Key, out var bui))
_uiSystem.SendUiMessage(bui, component.Game.GenerateMetaDataMessage());
_uiSystem.ServerSendUiMessage(uid, SpaceVillainArcadeUiKey.Key, component.Game.GenerateMetaDataMessage());
break;
case PlayerAction.RequestData:
if (_uiSystem.TryGetUi(uid, SpaceVillainArcadeUiKey.Key, out bui))
_uiSystem.SendUiMessage(bui, component.Game.GenerateMetaDataMessage());
_uiSystem.ServerSendUiMessage(uid, SpaceVillainArcadeUiKey.Key, component.Game.GenerateMetaDataMessage());
break;
}
}
@@ -110,7 +108,6 @@ public sealed partial class SpaceVillainArcadeSystem : EntitySystem
if (TryComp<ApcPowerReceiverComponent>(uid, out var power) && power.Powered)
return;
if (_uiSystem.TryGetUi(uid, SpaceVillainArcadeUiKey.Key, out var bui))
_uiSystem.CloseAll(bui);
_uiSystem.CloseUi(uid, SpaceVillainArcadeUiKey.Key);
}
}