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
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@@ -4,6 +4,7 @@ using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Temperature;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Chemistry;
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using Content.Shared.Damage;
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@@ -93,15 +94,15 @@ namespace Content.Server.GameObjects.Components.Atmos
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FireStacks = MathF.Min(0, FireStacks + 1);
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}
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Owner.TryGetComponent(out ServerStatusEffectsComponent status);
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Owner.TryGetComponent(out ServerAlertsComponent status);
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if (!OnFire)
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{
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status?.RemoveStatusEffect(StatusEffect.Fire);
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status?.ClearAlert(AlertType.Fire);
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return;
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}
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status?.ChangeStatusEffect(StatusEffect.Fire, "/Textures/Interface/StatusEffects/Fire/fire.png", null);
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status.ShowAlert(AlertType.Fire, onClickAlert: OnClickAlert);
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if (FireStacks > 0)
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{
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@@ -153,6 +154,14 @@ namespace Content.Server.GameObjects.Components.Atmos
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}
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}
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private void OnClickAlert(ClickAlertEventArgs args)
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{
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if (args.Player.TryGetComponent(out FlammableComponent flammable))
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{
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flammable.Resist();
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}
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}
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public void CollideWith(IEntity collidedWith)
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{
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if (!collidedWith.TryGetComponent(out FlammableComponent otherFlammable))
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