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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@@ -66,11 +66,8 @@ public sealed class ApcSystem : EntitySystem
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//Update the HasAccess var for UI to read
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private void OnBoundUiOpen(EntityUid uid, ApcComponent component, BoundUIOpenedEvent args)
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{
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if (args.Session.AttachedEntity == null)
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return;
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// TODO: this should be per-player not stored on the apc
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component.HasAccess = _accessReader.IsAllowed(args.Session.AttachedEntity.Value, uid);
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component.HasAccess = _accessReader.IsAllowed(args.Actor, uid);
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UpdateApcState(uid, component);
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}
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@@ -81,21 +78,18 @@ public sealed class ApcSystem : EntitySystem
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if (attemptEv.Cancelled)
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{
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_popup.PopupCursor(Loc.GetString("apc-component-on-toggle-cancel"),
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args.Session, PopupType.Medium);
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args.Actor, PopupType.Medium);
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return;
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}
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if (args.Session.AttachedEntity == null)
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return;
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if (_accessReader.IsAllowed(args.Session.AttachedEntity.Value, uid))
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if (_accessReader.IsAllowed(args.Actor, uid))
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{
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ApcToggleBreaker(uid, component);
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}
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else
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{
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_popup.PopupCursor(Loc.GetString("apc-component-insufficient-access"),
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args.Session, PopupType.Medium);
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args.Actor, PopupType.Medium);
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}
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}
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@@ -158,7 +152,7 @@ public sealed class ApcSystem : EntitySystem
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(int) MathF.Ceiling(battery.CurrentSupply), apc.LastExternalState,
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battery.CurrentStorage / battery.Capacity);
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_ui.TrySetUiState(uid, ApcUiKey.Key, state, ui: ui);
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_ui.SetUiState((uid, ui), ApcUiKey.Key, state);
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}
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private ApcChargeState CalcChargeState(EntityUid uid, PowerState.Battery battery)
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