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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@@ -55,9 +55,6 @@ public sealed class WarDeclaratorSystem : EntitySystem
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private void OnActivated(Entity<WarDeclaratorComponent> ent, ref WarDeclaratorActivateMessage args)
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{
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if (args.Session.AttachedEntity is not {} playerEntity)
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return;
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var ev = new WarDeclaredEvent(ent.Comp.CurrentStatus, ent);
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RaiseLocalEvent(ref ev);
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@@ -75,7 +72,7 @@ public sealed class WarDeclaratorSystem : EntitySystem
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{
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var title = Loc.GetString(ent.Comp.SenderTitle);
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_chat.DispatchGlobalAnnouncement(ent.Comp.Message, title, true, ent.Comp.Sound, ent.Comp.Color);
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_adminLogger.Add(LogType.Chat, LogImpact.Low, $"{ToPrettyString(playerEntity):player} has declared war with this text: {ent.Comp.Message}");
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_adminLogger.Add(LogType.Chat, LogImpact.Low, $"{ToPrettyString(args.Actor):player} has declared war with this text: {ent.Comp.Message}");
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}
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UpdateUI(ent, ev.Status);
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@@ -83,8 +80,8 @@ public sealed class WarDeclaratorSystem : EntitySystem
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private void UpdateUI(Entity<WarDeclaratorComponent> ent, WarConditionStatus? status = null)
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{
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_userInterfaceSystem.TrySetUiState(
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ent,
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_userInterfaceSystem.SetUiState(
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ent.Owner,
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WarDeclaratorUiKey.Key,
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new WarDeclaratorBoundUserInterfaceState(status, ent.Comp.DisableAt, ent.Comp.ShuttleDisabledTime));
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}
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