Alerts System and UI (#2529)

* #272 add bordered panel for effects bar

* #272 avoid mouse overlapping tooltip when near edges,
change tooltip colors to match mockups

* #272 WIP defining status effect states as YML and
sending them as encoded integers

* #272 refactor to use new alert system

* #272 refactor to use new alert system

* #272 fix various bugs with new alert system and update
alerts to have color

* #272 WIP

* #272 rename status effects to alerts

* #272 WIP reworking alert internals to avoid code dup
and eliminate enum

* #272 refactor alerts to use
categories and fix various bugs

* #272 more alert bugfixes

* #272 alert ordering

* #272 callback-based approach for alert clicks

* #272 add debug commands for alerts

* #272 utilize new GridContainer capabilities for sizing of alerts tab

* #272 scale alerts height based on
window size

* #272 fix tooltip flicker

* #272 transparent alert panel

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 adjust styles to match injazz mockups more, add cooldown info in tooltip

* #272 alert prototype tests

* #272 alert manager tests

* #272 alert order tests

* #272 simple unit test for alerts component

* #272 integration test for alerts

* #272 rework alerts to use enums instead
of id / category

* #272 various cleanups for PR

* #272 use byte for more compact alert messages

* #272 rename StatusEffects folder to Alerts,
add missing NetSerializable
This commit is contained in:
chairbender
2020-11-09 20:22:19 -08:00
committed by GitHub
parent c82199610d
commit 5f788c3318
86 changed files with 2305 additions and 598 deletions

View File

@@ -6,6 +6,7 @@ using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems.DoAfter;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Shared.Alert;
using Content.Shared.GameObjects.Components.ActionBlocking;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
@@ -115,7 +116,7 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
CanStillInteract = _hands.Hands.Count() > CuffedHandCount;
OnCuffedStateChanged.Invoke();
UpdateStatusEffect();
UpdateAlert();
UpdateHeldItems();
Dirty();
}
@@ -181,17 +182,17 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
/// <summary>
/// Updates the status effect indicator on the HUD.
/// </summary>
private void UpdateStatusEffect()
private void UpdateAlert()
{
if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
if (Owner.TryGetComponent(out ServerAlertsComponent status))
{
if (CanStillInteract)
{
status.RemoveStatusEffect(StatusEffect.Cuffed);
status.ClearAlert(AlertType.Handcuffed);
}
else
{
status.ChangeStatusEffectIcon(StatusEffect.Cuffed, "/Textures/Interface/StatusEffects/Handcuffed/Handcuffed.png");
status.ShowAlert(AlertType.Handcuffed);
}
}
}
@@ -282,7 +283,7 @@ namespace Content.Server.GameObjects.Components.ActionBlocking
CanStillInteract = _hands.Hands.Count() > CuffedHandCount;
OnCuffedStateChanged.Invoke();
UpdateStatusEffect();
UpdateAlert();
Dirty();
if (CuffedHandCount == 0)