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

@@ -57,7 +57,7 @@ public sealed class GeneralStationRecordConsoleSystem : EntitySystem
if (!TryComp<StationRecordsComponent>(owningStation, out var stationRecords))
{
_ui.TrySetUiState(uid, GeneralStationRecordConsoleKey.Key, new GeneralStationRecordConsoleState());
_ui.SetUiState(uid, GeneralStationRecordConsoleKey.Key, new GeneralStationRecordConsoleState());
return;
}
@@ -66,7 +66,7 @@ public sealed class GeneralStationRecordConsoleSystem : EntitySystem
switch (listing.Count)
{
case 0:
_ui.TrySetUiState(uid, GeneralStationRecordConsoleKey.Key, new GeneralStationRecordConsoleState());
_ui.SetUiState(uid, GeneralStationRecordConsoleKey.Key, new GeneralStationRecordConsoleState());
return;
case 1:
console.ActiveKey = listing.Keys.First();
@@ -80,6 +80,6 @@ public sealed class GeneralStationRecordConsoleSystem : EntitySystem
_stationRecords.TryGetRecord<GeneralStationRecord>(key, out var record, stationRecords);
GeneralStationRecordConsoleState newState = new(id, record, listing, console.Filter);
_ui.TrySetUiState(uid, GeneralStationRecordConsoleKey.Key, newState);
_ui.SetUiState(uid, GeneralStationRecordConsoleKey.Key, newState);
}
}