Adds pills type selection and pills canister (#5539)
* Added pill type selection Ui textures missing for now * bugfixes * Pill type selection * ui changes * Added pills canister * Change requests
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@@ -6,14 +6,17 @@ using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Robust.Client.AutoGenerated;
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using Robust.Client.ResourceManagement;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Client.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Content.Shared.Chemistry.Components.SharedChemMasterComponent;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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@@ -27,6 +30,9 @@ namespace Content.Client.Chemistry.UI
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public event Action<BaseButton.ButtonEventArgs, ChemButton>? OnChemButtonPressed;
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public readonly Button[] PillTypeButtons;
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private const string PillsRsiPath = "/Textures/Objects/Specific/Chemistry/pills.rsi";
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private static bool IsSpinValid(int n)
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{
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@@ -42,6 +48,47 @@ namespace Content.Client.Chemistry.UI
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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//Pill type selection buttons, in total there are 20 pills.
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//Pill rsi file should have states named as pill1, pill2, and so on.
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var resourcePath = new ResourcePath(PillsRsiPath);
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var pillTypeGroup = new ButtonGroup();
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PillTypeButtons = new Button[20];
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for (uint i = 0; i < PillTypeButtons.Length; i++)
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{
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//For every button decide which stylebase to have
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//Every row has 10 buttons
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String styleBase = StyleBase.ButtonOpenBoth;
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uint modulo = i % 10;
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if (i > 0 && modulo == 0)
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styleBase = StyleBase.ButtonOpenRight;
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else if (i > 0 && modulo == 9)
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styleBase = StyleBase.ButtonOpenLeft;
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else if (i == 0)
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styleBase = StyleBase.ButtonOpenRight;
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//Generate buttons
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PillTypeButtons[i] = new Button
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{
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Access = AccessLevel.Public,
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StyleClasses = { styleBase },
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MaxSize = (42, 28),
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Group = pillTypeGroup
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};
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//Generate buttons textures
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var specifier = new SpriteSpecifier.Rsi(resourcePath, "pill" + (i + 1));
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TextureRect pillTypeTexture = new TextureRect
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{
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Texture = specifier.Frame0(),
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TextureScale = (1.75f, 1.75f),
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Stretch = TextureRect.StretchMode.KeepCentered,
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};
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PillTypeButtons[i].AddChild(pillTypeTexture);
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Grid.AddChild(PillTypeButtons[i]);
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}
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PillAmount.IsValid = IsSpinValid;
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BottleAmount.IsValid = IsSpinValid;
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PillAmount.InitDefaultButtons();
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@@ -70,6 +117,8 @@ namespace Content.Client.Chemistry.UI
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ButtonHelpers.SetButtonDisabledRecursive(Contents, !castState.HasPower);
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EjectButton.Disabled = !castState.HasBeaker;
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}
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PillTypeButtons[castState.SelectedPillType - 1].Pressed = true;
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}
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/// <summary>
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@@ -206,15 +255,15 @@ namespace Content.Client.Chemistry.UI
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public class ChemButton : Button
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{
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public FixedPoint2 Amount { get; set; }
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public bool isBuffer = true;
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public bool IsBuffer = true;
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public string Id { get; set; }
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public ChemButton(string _text, FixedPoint2 _amount, string _id, bool _isBuffer, string _styleClass)
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public ChemButton(string text, FixedPoint2 amount, string id, bool isBuffer, string styleClass)
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{
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AddStyleClass(_styleClass);
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Text = _text;
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Amount = _amount;
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Id = _id;
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isBuffer = _isBuffer;
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AddStyleClass(styleClass);
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Text = text;
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Amount = amount;
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Id = id;
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IsBuffer = isBuffer;
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}
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}
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