Gives the gas analyzer visual clues that it's open (#2110)
* Gives the gas analyzer visual clues that it's open * Read Visualizer states from yaml
This commit is contained in:
@@ -1,13 +1,14 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Utility;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Atmos;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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@@ -18,6 +19,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.ViewVariables;
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using System.Collections.Generic;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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@@ -31,6 +33,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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private const float TimeBetweenSyncs = 2f;
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private bool _checkPlayer = false; // Check at the player pos or at some other tile?
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private EntityCoordinates? _position; // The tile that we scanned
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private AppearanceComponent? _appearance;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(GasAnalyzerUiKey.Key);
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@@ -41,7 +44,10 @@ namespace Content.Server.GameObjects.Components.Atmos
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnReceiveMessage;
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UserInterface.OnClosed += UserInterfaceOnClose;
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}
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Owner.TryGetComponent(out _appearance);
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}
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public override ComponentState GetComponentState()
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@@ -58,8 +64,9 @@ namespace Content.Server.GameObjects.Components.Atmos
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{
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_checkPlayer = true;
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_position = null;
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UserInterface?.Toggle(session);
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UserInterface?.Open(session);
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UpdateUserInterface();
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UpdateAppearance(true);
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Resync();
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}
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@@ -73,18 +80,42 @@ namespace Content.Server.GameObjects.Components.Atmos
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{
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_checkPlayer = false;
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_position = pos;
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UserInterface?.Toggle(session);
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UserInterface?.Open(session);
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UpdateUserInterface();
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UpdateAppearance(true);
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Resync();
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}
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public void ToggleInterface(IPlayerSession session)
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{
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if (UserInterface == null)
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return;
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if (UserInterface.SessionHasOpen(session))
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CloseInterface(session);
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else
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OpenInterface(session);
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}
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public void CloseInterface(IPlayerSession session)
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{
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_position = null;
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UserInterface?.Close(session);
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// Our OnClose will do the appearance stuff
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Resync();
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}
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private void UserInterfaceOnClose(IPlayerSession obj)
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{
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UpdateAppearance(false);
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}
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private void UpdateAppearance(bool open)
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{
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_appearance?.SetData(GasAnalyzerVisuals.VisualState,
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open ? GasAnalyzerVisualState.Working : GasAnalyzerVisualState.Off);
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}
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public void Update(float frameTime)
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{
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_timeSinceSync += frameTime;
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@@ -234,7 +265,6 @@ namespace Content.Server.GameObjects.Components.Atmos
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if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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OpenInterface(actor.playerSession, eventArgs.ClickLocation);
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//TODO: show other sprite when ui open?
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}
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}
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@@ -245,7 +275,6 @@ namespace Content.Server.GameObjects.Components.Atmos
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if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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CloseInterface(actor.playerSession);
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//TODO: if other sprite is shown, change again
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}
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}
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@@ -253,8 +282,7 @@ namespace Content.Server.GameObjects.Components.Atmos
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{
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if (eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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OpenInterface(actor.playerSession);
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//TODO: show other sprite when ui open?
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ToggleInterface(actor.playerSession);
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return true;
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}
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return false;
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