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:
@@ -2,6 +2,7 @@
|
||||
using System.Runtime.CompilerServices;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.Interfaces.GameObjects;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
@@ -22,7 +23,7 @@ namespace Content.Server.GameObjects.Components.Atmos
|
||||
public void Update(float airPressure)
|
||||
{
|
||||
if (!Owner.TryGetComponent(out IDamageableComponent damageable)) return;
|
||||
Owner.TryGetComponent(out ServerStatusEffectsComponent status);
|
||||
Owner.TryGetComponent(out ServerAlertsComponent status);
|
||||
|
||||
var highPressureMultiplier = 1f;
|
||||
var lowPressureMultiplier = 1f;
|
||||
@@ -50,11 +51,11 @@ namespace Content.Server.GameObjects.Components.Atmos
|
||||
|
||||
if (pressure <= Atmospherics.HazardLowPressure)
|
||||
{
|
||||
status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure2.png", null);
|
||||
status.ShowAlert(AlertType.LowPressure, 2);
|
||||
break;
|
||||
}
|
||||
|
||||
status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure1.png", null);
|
||||
status.ShowAlert(AlertType.LowPressure, 1);
|
||||
break;
|
||||
|
||||
// High pressure.
|
||||
@@ -72,16 +73,16 @@ namespace Content.Server.GameObjects.Components.Atmos
|
||||
|
||||
if (pressure >= Atmospherics.HazardHighPressure)
|
||||
{
|
||||
status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure2.png", null);
|
||||
status.ShowAlert(AlertType.HighPressure, 2);
|
||||
break;
|
||||
}
|
||||
|
||||
status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure1.png", null);
|
||||
status.ShowAlert(AlertType.HighPressure, 1);
|
||||
break;
|
||||
|
||||
// Normal pressure.
|
||||
default:
|
||||
status?.RemoveStatusEffect(StatusEffect.Pressure);
|
||||
status?.ClearAlertCategory(AlertCategory.Pressure);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user