Predict vending machine UI (#33412)

This commit is contained in:
metalgearsloth
2025-03-02 13:47:52 +11:00
committed by GitHub
parent ba1504d0d6
commit a8ebcac5c9
15 changed files with 542 additions and 318 deletions

View File

@@ -1,6 +1,8 @@
using System.Linq;
using Content.Shared.VendingMachines;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.GameStates;
namespace Content.Client.VendingMachines;
@@ -8,7 +10,6 @@ public sealed class VendingMachineSystem : SharedVendingMachineSystem
{
[Dependency] private readonly AnimationPlayerSystem _animationPlayer = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly SharedUserInterfaceSystem _uiSystem = default!;
public override void Initialize()
{
@@ -16,14 +17,69 @@ public sealed class VendingMachineSystem : SharedVendingMachineSystem
SubscribeLocalEvent<VendingMachineComponent, AppearanceChangeEvent>(OnAppearanceChange);
SubscribeLocalEvent<VendingMachineComponent, AnimationCompletedEvent>(OnAnimationCompleted);
SubscribeLocalEvent<VendingMachineComponent, AfterAutoHandleStateEvent>(OnVendingAfterState);
SubscribeLocalEvent<VendingMachineComponent, ComponentHandleState>(OnVendingHandleState);
}
private void OnVendingAfterState(EntityUid uid, VendingMachineComponent component, ref AfterAutoHandleStateEvent args)
private void OnVendingHandleState(Entity<VendingMachineComponent> entity, ref ComponentHandleState args)
{
if (_uiSystem.TryGetOpenUi<VendingMachineBoundUserInterface>(uid, VendingMachineUiKey.Key, out var bui))
if (args.Current is not VendingMachineComponentState state)
return;
var uid = entity.Owner;
var component = entity.Comp;
component.Contraband = state.Contraband;
component.EjectEnd = state.EjectEnd;
component.DenyEnd = state.DenyEnd;
component.DispenseOnHitEnd = state.DispenseOnHitEnd;
// If all we did was update amounts then we can leave BUI buttons in place.
var fullUiUpdate = !component.Inventory.Keys.SequenceEqual(state.Inventory.Keys) ||
!component.EmaggedInventory.Keys.SequenceEqual(state.EmaggedInventory.Keys) ||
!component.ContrabandInventory.Keys.SequenceEqual(state.ContrabandInventory.Keys);
component.Inventory.Clear();
component.EmaggedInventory.Clear();
component.ContrabandInventory.Clear();
foreach (var entry in state.Inventory)
{
bui.Refresh();
component.Inventory.Add(entry.Key, new(entry.Value));
}
foreach (var entry in state.EmaggedInventory)
{
component.EmaggedInventory.Add(entry.Key, new(entry.Value));
}
foreach (var entry in state.ContrabandInventory)
{
component.ContrabandInventory.Add(entry.Key, new(entry.Value));
}
if (UISystem.TryGetOpenUi<VendingMachineBoundUserInterface>(uid, VendingMachineUiKey.Key, out var bui))
{
if (fullUiUpdate)
{
bui.Refresh();
}
else
{
bui.UpdateAmounts();
}
}
}
protected override void UpdateUI(Entity<VendingMachineComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (UISystem.TryGetOpenUi<VendingMachineBoundUserInterface>(entity.Owner,
VendingMachineUiKey.Key,
out var bui))
{
bui.UpdateAmounts();
}
}
@@ -70,13 +126,13 @@ public sealed class VendingMachineSystem : SharedVendingMachineSystem
if (component.LoopDenyAnimation)
SetLayerState(VendingMachineVisualLayers.BaseUnshaded, component.DenyState, sprite);
else
PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, component.DenyState, component.DenyDelay, sprite);
PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, component.DenyState, (float)component.DenyDelay.TotalSeconds, sprite);
SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, sprite);
break;
case VendingMachineVisualState.Eject:
PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, component.EjectState, component.EjectDelay, sprite);
PlayAnimation(uid, VendingMachineVisualLayers.BaseUnshaded, component.EjectState, (float)component.EjectDelay.TotalSeconds, sprite);
SetLayerState(VendingMachineVisualLayers.Screen, component.ScreenState, sprite);
break;