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
This commit is contained in:
20kdc
2021-11-23 18:19:08 +00:00
committed by GitHub
parent b063209f99
commit f6d44be34f
20 changed files with 366 additions and 413 deletions

View File

@@ -21,8 +21,7 @@ using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Communications
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class CommunicationsConsoleComponent : SharedCommunicationsConsoleComponent, IActivate
public class CommunicationsConsoleComponent : SharedCommunicationsConsoleComponent
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
@@ -121,23 +120,5 @@ namespace Content.Server.Communications
break;
}
}
public void OpenUserInterface(IPlayerSession session)
{
UserInterface?.Open(session);
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
return;
/*
if (!Powered)
{
return;
}
*/
OpenUserInterface(actor.PlayerSession);
}
}
}