Activatable UI component (#5184)
* Transfer most Instrument UI logic to a new component, ActivatableUIComponent * Move more ActivatableUIComponent stuff to ECS * ActivatableUI component ignore on client * ActivatableUI: Get rid of component interfaces where possible * Add in adminOnly attribute for activatable UIs This is so that porting #4926 to this will be easier * Transition Solar Control Computer to ActivatableUI * Move communications console to ActivatableUI * Move cargo console to ActivatableUI * Move ID card console to ActivatableUI * ActivatableUI: Make things more amiable to entity tests adding components weirdly * ActivatableUI: Use handling or lack thereof of events properly * ActivatableUI: component dependency issue resolution stuffs * ActivatableUISystem: Fix #5258 * More fixes because master did stuffo * Check for HandDeselectedEvent again because otherwise active-hand check doesn't work * Move just a bit more code into the system, introduce a workaround for #5258 * Purge the player status detection stuff * Oh and some obsolete stuff too
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@@ -21,8 +21,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Access.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class IdCardConsoleComponent : SharedIdCardConsoleComponent, IActivate, IInteractUsing, IBreakAct
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public class IdCardConsoleComponent : SharedIdCardConsoleComponent, IInteractUsing, IBreakAct
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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@@ -207,17 +206,6 @@ namespace Content.Server.Access.Components
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UserInterface?.SetState(newState);
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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if (!Powered) return;
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UserInterface?.Open(actor.PlayerSession);
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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var item = eventArgs.Using;
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