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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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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@@ -70,11 +71,11 @@ namespace Content.Server.GameObjects.Components.Nutrition
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}
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public static readonly Dictionary<HungerThreshold, string> HungerThresholdImages = new Dictionary<HungerThreshold, string>
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public static readonly Dictionary<HungerThreshold, AlertType> HungerThresholdAlertTypes = new Dictionary<HungerThreshold, AlertType>
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{
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{ HungerThreshold.Overfed, "/Textures/Interface/StatusEffects/Hunger/Overfed.png" },
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{ HungerThreshold.Peckish, "/Textures/Interface/StatusEffects/Hunger/Peckish.png" },
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{ HungerThreshold.Starving, "/Textures/Interface/StatusEffects/Hunger/Starving.png" },
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{ HungerThreshold.Overfed, AlertType.Overfed },
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{ HungerThreshold.Peckish, AlertType.Peckish },
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{ HungerThreshold.Starving, AlertType.Starving },
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};
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public void HungerThresholdEffect(bool force = false)
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@@ -89,15 +90,15 @@ namespace Content.Server.GameObjects.Components.Nutrition
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}
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// Update UI
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Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
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Owner.TryGetComponent(out ServerAlertsComponent alertsComponent);
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if (HungerThresholdImages.TryGetValue(_currentHungerThreshold, out var statusTexture))
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if (HungerThresholdAlertTypes.TryGetValue(_currentHungerThreshold, out var alertId))
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{
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statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Hunger, statusTexture);
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alertsComponent?.ShowAlert(alertId);
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}
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else
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{
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statusEffectsComponent?.RemoveStatusEffect(StatusEffect.Hunger);
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alertsComponent?.ClearAlertCategory(AlertCategory.Hunger);
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}
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switch (_currentHungerThreshold)
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