Various item status fixes/tweaks (#27267)
* Always display item status panel fully Initial feedback from the UI changes seems to be that a lot of people go "why is there empty space" so let's fix that. * Fix item status middle hand being on the wrong side I think I switched this around when fixing the left/right being inverted in the UI code. * Minor status panel UI tweaks Bottom-align contents now that the panel itself doesn't dynamically expand, prevent weird gaps. Clip contents for panel * Fix clipping on implanters and network configurators. Made them take less space. For implanters the name has to be cut off, which I did by adding a new ClipControl to achieve that in rich text. * Update visibility of item status panels based on whether you have hands at all. This avoids UI for borgs looking silly. Added a new "HandUILocation" enum that doesn't have middle hands to avoid confusion in UI code. * Use BulletRender for laser guns too. Provides all the benefits like fixing layout overflow and allowing multi-line stuff. Looks great now. This involved generalizing BulletRender a bit so it can be used for not-just-bullets. * Fix geiger word wrapping if you're really fucked
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@@ -256,7 +256,8 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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_player.LocalSession?.AttachedEntity is { } playerEntity &&
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_handsSystem.TryGetHand(playerEntity, handName, out var hand, _playerHandsComponent))
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{
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if (hand.Location == HandLocation.Left)
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var foldedLocation = hand.Location.GetUILocation();
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if (foldedLocation == HandUILocation.Left)
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{
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_statusHandLeft = handControl;
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HandsGui.UpdatePanelEntityLeft(hand.HeldEntity);
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@@ -268,7 +269,7 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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HandsGui.UpdatePanelEntityRight(hand.HeldEntity);
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}
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HandsGui.SetHighlightHand(hand.Location);
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HandsGui.SetHighlightHand(foldedLocation);
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}
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}
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@@ -299,11 +300,13 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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// If we don't have a status for this hand type yet, set it.
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// This means we have status filled by default in most scenarios,
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// otherwise the user'd need to switch hands to "activate" the hands the first time.
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if (location == HandLocation.Left)
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if (location.GetUILocation() == HandUILocation.Left)
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_statusHandLeft ??= button;
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else
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_statusHandRight ??= button;
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UpdateVisibleStatusPanels();
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return button;
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}
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@@ -369,9 +372,30 @@ public sealed class HandsUIController : UIController, IOnStateEntered<GameplaySt
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_handLookup.Remove(handName);
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handButton.Dispose();
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UpdateVisibleStatusPanels();
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return true;
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}
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private void UpdateVisibleStatusPanels()
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{
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var leftVisible = false;
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var rightVisible = false;
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foreach (var hand in _handLookup.Values)
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{
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if (hand.HandLocation.GetUILocation() == HandUILocation.Left)
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{
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leftVisible = true;
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}
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else
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{
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rightVisible = true;
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}
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}
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HandsGui?.UpdateStatusVisibility(leftVisible, rightVisible);
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}
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public string RegisterHandContainer(HandsContainer handContainer)
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{
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var name = "HandContainer_" + _backupSuffix;
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