Predicted internals (#33800)
* Predicted gas pumps I wanted to try out atmos and first thing I found. * a * Atmos device prediction - Canisters - Tanks - Internals AirMixes aren't predicted so nothing on that front but all the UIs should be a lot closer. * Remove details range * Gas tank prediction * Even more sweeping changes * Alerts * rehg * Popup fix * Fix merge conflicts * Fix * Review
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@@ -12,6 +12,8 @@ namespace Content.Client.UserInterface.Systems.Alerts.Controls
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{
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public sealed class AlertControl : BaseButton
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public AlertPrototype Alert { get; }
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/// <summary>
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@@ -33,8 +35,7 @@ namespace Content.Client.UserInterface.Systems.Alerts.Controls
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private (TimeSpan Start, TimeSpan End)? _cooldown;
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private short? _severity;
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private readonly IGameTiming _gameTiming;
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private readonly IEntityManager _entityManager;
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private readonly SpriteView _icon;
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private readonly CooldownGraphic _cooldownGraphic;
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@@ -47,8 +48,10 @@ namespace Content.Client.UserInterface.Systems.Alerts.Controls
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/// <param name="severity">severity of alert, null if alert doesn't have severity levels</param>
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public AlertControl(AlertPrototype alert, short? severity)
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{
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_gameTiming = IoCManager.Resolve<IGameTiming>();
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_entityManager = IoCManager.Resolve<IEntityManager>();
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// Alerts will handle this.
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MuteSounds = true;
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IoCManager.InjectDependencies(this);
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TooltipSupplier = SupplyTooltip;
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Alert = alert;
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_severity = severity;
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