Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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#nullable enable
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using Content.Shared.GameObjects.Components.Body.Surgery;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Shared.GameObjects.Components.UserInterface;
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namespace Content.Client.GameObjects.Components.Body.Surgery
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{
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// TODO BODY Make window close if target or surgery tool gets too far away from user.
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/// <summary>
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/// Generic client-side UI list popup that allows users to choose from an option
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/// of limbs or organs to operate on.
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/// </summary>
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[UsedImplicitly]
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public class SurgeryBoundUserInterface : BoundUserInterface
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{
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private SurgeryWindow? _window;
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public SurgeryBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) { }
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protected override void Open()
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{
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_window = new SurgeryWindow();
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_window.OpenCentered();
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_window.OnClose += Close;
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}
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protected override void ReceiveMessage(BoundUserInterfaceMessage message)
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{
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switch (message)
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{
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case RequestBodyPartSurgeryUIMessage msg:
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HandleBodyPartRequest(msg);
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break;
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case RequestMechanismSurgeryUIMessage msg:
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HandleMechanismRequest(msg);
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break;
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case RequestBodyPartSlotSurgeryUIMessage msg:
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HandleBodyPartSlotRequest(msg);
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break;
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}
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}
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private void HandleBodyPartRequest(RequestBodyPartSurgeryUIMessage msg)
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{
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_window?.BuildDisplay(msg.Targets, BodyPartSelectedCallback);
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}
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private void HandleMechanismRequest(RequestMechanismSurgeryUIMessage msg)
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{
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_window?.BuildDisplay(msg.Targets, MechanismSelectedCallback);
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}
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private void HandleBodyPartSlotRequest(RequestBodyPartSlotSurgeryUIMessage msg)
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{
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_window?.BuildDisplay(msg.Targets, BodyPartSlotSelectedCallback);
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}
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private void BodyPartSelectedCallback(int selectedOptionData)
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{
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SendMessage(new ReceiveBodyPartSurgeryUIMessage(selectedOptionData));
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}
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private void MechanismSelectedCallback(int selectedOptionData)
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{
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SendMessage(new ReceiveMechanismSurgeryUIMessage(selectedOptionData));
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}
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private void BodyPartSlotSelectedCallback(int selectedOptionData)
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{
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SendMessage(new ReceiveBodyPartSlotSurgeryUIMessage(selectedOptionData));
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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)
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{
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_window?.Dispose();
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}
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}
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}
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}
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