Atmos pipe rework (#3833)
* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
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Content.Client/Atmos/UI/GasCanisterBoundUserInterface.cs
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86
Content.Client/Atmos/UI/GasCanisterBoundUserInterface.cs
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using Content.Shared.Atmos.Piping.Binary.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Atmos.UI
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{
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/// <summary>
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/// Initializes a <see cref="GasCanisterWindow"/> and updates it when new server messages are received.
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/// </summary>
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[UsedImplicitly]
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public class GasCanisterBoundUserInterface : BoundUserInterface
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{
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private GasCanisterWindow? _window;
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public GasCanisterBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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protected override void Open()
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{
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base.Open();
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_window = new GasCanisterWindow();
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if(State != null)
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UpdateState(State);
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_window.OpenCentered();
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_window.OnClose += Close;
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_window.ReleaseValveCloseButtonPressed += OnReleaseValveClosePressed;
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_window.ReleaseValveOpenButtonPressed += OnReleaseValveOpenPressed;
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_window.ReleasePressureSliderChanged += OnReleasePressurePressed;
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_window.TankEjectButtonPressed += OnTankEjectPressed;
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}
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private void OnTankEjectPressed()
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{
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SendMessage(new GasCanisterHoldingTankEjectMessage());
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}
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private void OnReleasePressurePressed(float value)
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{
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SendMessage(new GasCanisterChangeReleasePressureMessage(value));
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}
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private void OnReleaseValveOpenPressed()
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{
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SendMessage(new GasCanisterChangeReleaseValveMessage(true));
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}
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private void OnReleaseValveClosePressed()
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{
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SendMessage(new GasCanisterChangeReleaseValveMessage(false));
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}
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/// <summary>
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/// Update the UI state based on server-sent info
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/// </summary>
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/// <param name="state"></param>
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (_window == null || state is not GasCanisterBoundUserInterfaceState cast)
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return;
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_window.SetCanisterLabel(cast.CanisterLabel);
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_window.SetCanisterPressure(cast.CanisterPressure);
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_window.SetPortStatus(cast.PortStatus);
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_window.SetTankLabel(cast.TankLabel);
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_window.SetTankPressure(cast.TankPressure);
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_window.SetReleasePressureRange(cast.ReleasePressureMin, cast.ReleasePressureMax);
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_window.SetReleasePressure(cast.ReleasePressure);
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_window.SetReleaseValve(cast.ReleaseValve);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing) return;
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_window?.Dispose();
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}
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}
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}
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