Objectives (#2459)

* temp commit to save progress

* adds objectives

* refactors mind.addobjective a bit

* better names for my testobjectives which i'll remove later on anyways

* nullable errors

* some misc fixes

* no sorted or set, what was i thinking here?

* removes unused imports

* added commands

* fully implements stealcondition

* started uiwork

* moved prototypeicon to engine

* removes objective class & uiwork

* refactors ui to only update when opened
adds progresstexturerect

* adds some margin

* removes some testing code

* ignores objectiveprototypes on clientside

* fixes

* removes using statements for exp

* gets the job

* always show issuer

* locs & _

* giving commands some love

* Update Content.Client/GameObjects/EntitySystems/DoAfter/DoAfterBar.cs

Co-authored-by: Exp <theexp111@gmail.com>

* makes commands use new thingy

* string interpolation

* good catch exp

* loc'd

* linq gone

* runtime

* moves function from engine

* oopsie

* Update Content.Server/Objectives/Conditions/StealCondition.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* makes messages directed

* base call & validation

* shuffle once

* No? Money down!

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: Exp <theexp111@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
Paul Ritter
2020-11-22 08:38:07 +01:00
committed by GitHub
parent 392454b4cb
commit 6602c8c972
24 changed files with 724 additions and 27 deletions

View File

@@ -116,6 +116,7 @@ namespace Content.Client.GameObjects.Components.Actor
public class CharacterWindow : SS14Window
{
private readonly VBoxContainer _contentsVBox;
private readonly List<ICharacterUI> _windowComponents;
public CharacterWindow(List<ICharacterUI> windowComponents)
{
@@ -129,6 +130,17 @@ namespace Content.Client.GameObjects.Components.Actor
{
_contentsVBox.AddChild(element.Scene);
}
_windowComponents = windowComponents;
}
protected override void Opened()
{
base.Opened();
foreach (var windowComponent in _windowComponents)
{
windowComponent.Opened();
}
}
}
}