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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@@ -1,5 +1,6 @@
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using Content.Server.GameObjects.Components.Damage;
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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.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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@@ -27,15 +28,14 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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public override void UpdateState(IEntity entity)
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{
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if (!entity.TryGetComponent(out ServerStatusEffectsComponent status))
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if (!entity.TryGetComponent(out ServerAlertsComponent status))
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{
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return;
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}
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if (!entity.TryGetComponent(out IDamageableComponent damageable))
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{
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human0.png");
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status.ShowAlert(AlertType.HumanHealth, 0);
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return;
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}
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@@ -49,10 +49,9 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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return;
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}
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var modifier = (int) (ruinable.TotalDamage / (threshold / 7f));
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var modifier = (short) (ruinable.TotalDamage / (threshold / 7f));
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
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status.ShowAlert(AlertType.HumanHealth, modifier);
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break;
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}
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@@ -63,10 +62,9 @@ namespace Content.Server.GameObjects.Components.Mobs.State
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return;
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}
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var modifier = (int) (damageable.TotalDamage / (threshold / 7f));
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var modifier = (short) (damageable.TotalDamage / (threshold / 7f));
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status.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
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status.ShowAlert(AlertType.HumanHealth, modifier);
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break;
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}
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}
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