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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@@ -7,6 +7,7 @@ using Content.Server.GameObjects.Components.Mobs.State;
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using Content.Server.GameObjects.Components.Pulling;
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using Content.Server.GameObjects.Components.Strap;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Buckle;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Strap;
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@@ -37,7 +38,7 @@ namespace Content.Server.GameObjects.Components.Buckle
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[ComponentDependency] public readonly AppearanceComponent? AppearanceComponent = null;
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[ComponentDependency] private readonly ServerStatusEffectsComponent? _serverStatusEffectsComponent = null;
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[ComponentDependency] private readonly ServerAlertsComponent? _serverAlertsComponent = null;
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[ComponentDependency] private readonly StunnableComponent? _stunnableComponent = null;
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[ComponentDependency] private readonly MobStateManagerComponent? _mobStateManagerComponent = null;
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@@ -100,21 +101,31 @@ namespace Content.Server.GameObjects.Components.Buckle
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/// </summary>
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private void UpdateBuckleStatus()
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{
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if (_serverStatusEffectsComponent == null)
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if (_serverAlertsComponent == null)
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{
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return;
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}
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if (Buckled)
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{
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_serverStatusEffectsComponent.ChangeStatusEffectIcon(StatusEffect.Buckled, BuckledTo!.BuckledIcon);
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_serverAlertsComponent.ShowAlert(BuckledTo != null ? BuckledTo.BuckledAlertType : AlertType.Buckled,
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onClickAlert: OnClickAlert);
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}
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else
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{
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_serverStatusEffectsComponent.RemoveStatusEffect(StatusEffect.Buckled);
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_serverAlertsComponent.ClearAlertCategory(AlertCategory.Buckled);
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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 BuckleComponent? buckle))
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{
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buckle.TryUnbuckle(args.Player);
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}
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}
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/// <summary>
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/// Reattaches this entity to the strap, modifying its position and rotation.
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/// </summary>
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