Adds Research, unlockable technologies, Protolathes... (#264)

* Work on Research so far
More work on UI...
Fix ResearchClient and Protolathe UI stuff.
Fix infinite select -> request state -> select -> ... loop
Add UI to ResearchClient, etc.
Technology Database states, and a bit of work on the research console ui
A bit of work on Research Console UI
Protolathe sync
Stuff that actually does things
Protolathe databases yay
Alright got my motivation back
Yeah, no. It's almost 3 AM already
Fix serialization bug again
More work on stuff
Stuff
Adds files for most new components/systems.

* Protolathes actually work now

* Research. Just Research.

* Adds icons from Eris.

* Address reviews

* Change LatheMenu resize behaviour

* Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Update Content.Client/Research/ResearchConsoleMenu.cs

Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>

* Move IoC Resolve out of for loop

* Address review

* Localize stuff
This commit is contained in:
Víctor Aguilera Puerto
2019-09-03 22:51:19 +02:00
committed by Pieter-Jan Briers
parent b62fb4a318
commit ba8b495ec0
61 changed files with 1884 additions and 23 deletions

View File

@@ -23,7 +23,7 @@ namespace Content.Client.GameObjects.Components.Research
public MaterialStorageComponent Storage { get; private set; }
public SharedLatheComponent Lathe { get; private set; }
public LatheDatabaseComponent Database { get; private set; }
public SharedLatheDatabaseComponent Database { get; private set; }
[ViewVariables]
public Queue<LatheRecipePrototype> QueuedRecipes => _queuedRecipes;
@@ -41,13 +41,15 @@ namespace Content.Client.GameObjects.Components.Research
if (!Owner.Owner.TryGetComponent(out MaterialStorageComponent storage)
|| !Owner.Owner.TryGetComponent(out SharedLatheComponent lathe)
|| !Owner.Owner.TryGetComponent(out LatheDatabaseComponent database)) return;
|| !Owner.Owner.TryGetComponent(out SharedLatheDatabaseComponent database)) return;
Storage = storage;
Lathe = lathe;
Database = database;
menu = new LatheMenu {Owner = this};
menu = new LatheMenu(this);
queueMenu = new LatheQueueMenu { Owner = this };
menu.OnClose += Close;
@@ -57,6 +59,16 @@ namespace Content.Client.GameObjects.Components.Research
menu.QueueButton.OnPressed += (args) => { queueMenu.OpenCentered(); };
menu.ServerConnectButton.OnPressed += (args) =>
{
SendMessage(new SharedLatheComponent.LatheServerSelectionMessage());
};
menu.ServerSyncButton.OnPressed += (args) =>
{
SendMessage(new SharedLatheComponent.LatheServerSyncMessage());
};
storage.OnMaterialStorageChanged += menu.PopulateDisabled;
storage.OnMaterialStorageChanged += menu.PopulateMaterials;
@@ -74,10 +86,10 @@ namespace Content.Client.GameObjects.Components.Research
{
case SharedLatheComponent.LatheProducingRecipeMessage msg:
if (!_prototypeManager.TryIndex(msg.ID, out LatheRecipePrototype recipe)) break;
queueMenu.SetInfo(recipe);
queueMenu?.SetInfo(recipe);
break;
case SharedLatheComponent.LatheStoppedProducingRecipeMessage msg:
queueMenu.ClearInfo();
queueMenu?.ClearInfo();
break;
case SharedLatheComponent.LatheFullQueueMessage msg:
_queuedRecipes.Clear();
@@ -86,7 +98,7 @@ namespace Content.Client.GameObjects.Components.Research
if (!_prototypeManager.TryIndex(id, out LatheRecipePrototype recipePrototype)) break;
_queuedRecipes.Enqueue(recipePrototype);
}
queueMenu.PopulateList();
queueMenu?.PopulateList();
break;
}
}