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

@@ -0,0 +1,22 @@
using System;
using Content.Client.GameObjects.EntitySystems.DoAfter;
using Robust.Client.Graphics.Drawing;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components.Actor
{
public class ProgressTextureRect : TextureRect
{
public float Progress;
protected override void Draw(DrawingHandleScreen handle)
{
var dims = Texture != null ? GetDrawDimensions(Texture) : UIBox2.FromDimensions(Vector2.Zero, PixelSize);
dims.Top = Math.Max(dims.Bottom - dims.Bottom * Progress,0);
handle.DrawRect(dims, DoAfterHelpers.GetProgressColor(Progress));
base.Draw(handle);
}
}
}