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

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