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:
chairbender
2020-11-09 20:22:19 -08:00
committed by GitHub
parent c82199610d
commit 5f788c3318
86 changed files with 2305 additions and 598 deletions

View File

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