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
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@@ -219,7 +219,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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#region UI Handlers
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private void OnUiButtonPressed(EntityUid uid, SharedDisposalUnitComponent component, SharedDisposalUnitComponent.UiButtonPressedMessage args)
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{
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if (args.Session.AttachedEntity is not { Valid: true } player)
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if (args.Actor is not { Valid: true } player)
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{
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return;
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}
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@@ -235,7 +235,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit flush button on {ToPrettyString(uid)}, it's now {(component.Engaged ? "on" : "off")}");
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break;
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case SharedDisposalUnitComponent.UiButton.Power:
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_power.TogglePower(uid, user: args.Session.AttachedEntity);
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_power.TogglePower(uid, user: args.Actor);
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break;
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default:
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throw new ArgumentOutOfRangeException($"{ToPrettyString(player):player} attempted to hit a nonexistant button on {ToPrettyString(uid)}");
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@@ -268,7 +268,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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}
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args.Handled = true;
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_ui.TryOpen(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, actor.PlayerSession);
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_ui.OpenUi(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, actor.PlayerSession);
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}
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private void OnAfterInteractUsing(EntityUid uid, SharedDisposalUnitComponent component, AfterInteractUsingEvent args)
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@@ -597,7 +597,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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var compState = GetState(uid, component);
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var stateString = Loc.GetString($"disposal-unit-state-{compState}");
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var state = new SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState(Name(uid), stateString, EstimatedFullPressure(uid, component), powered, component.Engaged);
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_ui.TrySetUiState(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, state);
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_ui.SetUiState(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, state);
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var stateUpdatedEvent = new DisposalUnitUIStateUpdatedEvent(state);
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RaiseLocalEvent(uid, stateUpdatedEvent);
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@@ -802,10 +802,7 @@ public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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QueueAutomaticEngage(uid, component);
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if (TryComp(inserted, out ActorComponent? actor))
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{
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_ui.TryClose(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, actor.PlayerSession);
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}
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_ui.CloseUi(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, inserted);
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// Maybe do pullable instead? Eh still fine.
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Joints.RecursiveClearJoints(inserted);
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