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

@@ -42,7 +42,7 @@ public sealed class SolutionTransferSystem : EntitySystem
var newTransferAmount = FixedPoint2.Clamp(message.Value, ent.Comp.MinimumTransferAmount, ent.Comp.MaximumTransferAmount);
ent.Comp.TransferAmount = newTransferAmount;
if (message.Session.AttachedEntity is { Valid: true } user)
if (message.Actor is { Valid: true } user)
_popup.PopupClient(Loc.GetString("comp-solution-transfer-set-amount", ("amount", newTransferAmount)), ent, user);
}
@@ -53,10 +53,9 @@ public sealed class SolutionTransferSystem : EntitySystem
if (!args.CanAccess || !args.CanInteract || !comp.CanChangeTransferAmount || args.Hands == null)
return;
if (!TryComp<ActorComponent>(args.User, out var actor))
return;
// Custom transfer verb
var @event = args;
args.Verbs.Add(new AlternativeVerb()
{
Text = Loc.GetString("comp-solution-transfer-verb-custom-amount"),
@@ -64,8 +63,7 @@ public sealed class SolutionTransferSystem : EntitySystem
// TODO: remove server check when bui prediction is a thing
Act = () =>
{
if (_net.IsServer)
_ui.TryOpen(uid, TransferAmountUiKey.Key, actor.PlayerSession);
_ui.OpenUi(uid, TransferAmountUiKey.Key, @event.User);
},
Priority = 1
});