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>
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using System;
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using Content.Client.GameObjects.EntitySystems.DoAfter;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Actor
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{
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public class ProgressTextureRect : TextureRect
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{
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public float Progress;
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protected override void Draw(DrawingHandleScreen handle)
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{
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var dims = Texture != null ? GetDrawDimensions(Texture) : UIBox2.FromDimensions(Vector2.Zero, PixelSize);
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dims.Top = Math.Max(dims.Bottom - dims.Bottom * Progress,0);
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handle.DrawRect(dims, DoAfterHelpers.GetProgressColor(Progress));
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base.Draw(handle);
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}
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}
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}
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