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 System;
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using System.Threading;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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@@ -41,7 +42,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
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protected float KnockdownTimer;
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protected float SlowdownTimer;
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private string _stunTexture;
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private string _stunAlertId;
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protected CancellationTokenSource StatusRemoveCancellation = new CancellationTokenSource();
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@@ -117,7 +118,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
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StunnedTimer = seconds;
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LastStun = _gameTiming.CurTime;
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SetStatusEffect();
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SetAlert();
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OnStun();
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Dirty();
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@@ -144,7 +145,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
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KnockdownTimer = seconds;
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LastStun = _gameTiming.CurTime;
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SetStatusEffect();
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SetAlert();
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OnKnockdown();
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Dirty();
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@@ -186,18 +187,18 @@ namespace Content.Shared.GameObjects.Components.Mobs
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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movement.RefreshMovementSpeedModifiers();
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SetStatusEffect();
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SetAlert();
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Dirty();
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}
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private void SetStatusEffect()
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private void SetAlert()
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{
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if (!Owner.TryGetComponent(out SharedStatusEffectsComponent status))
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if (!Owner.TryGetComponent(out SharedAlertsComponent status))
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{
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return;
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}
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status.ChangeStatusEffect(StatusEffect.Stun, _stunTexture,
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status.ShowAlert(AlertType.Stun, cooldown:
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(StunStart == null || StunEnd == null) ? default : (StunStart.Value, StunEnd.Value));
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StatusRemoveCancellation.Cancel();
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StatusRemoveCancellation = new CancellationTokenSource();
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@@ -212,8 +213,8 @@ namespace Content.Shared.GameObjects.Components.Mobs
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serializer.DataField(ref _slowdownCap, "slowdownCap", 20f);
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serializer.DataField(ref _helpInterval, "helpInterval", 1f);
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serializer.DataField(ref _helpKnockdownRemove, "helpKnockdownRemove", 1f);
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serializer.DataField(ref _stunTexture, "stunTexture",
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"/Textures/Objects/Weapons/Melee/stunbaton.rsi/stunbaton_off.png");
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serializer.DataField(ref _stunAlertId, "stunAlertId",
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"stun");
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}
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protected virtual void OnInteractHand() { }
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@@ -230,7 +231,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
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KnockdownTimer -= _helpKnockdownRemove;
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SetStatusEffect();
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SetAlert();
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Dirty();
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return true;
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