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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@@ -1,5 +1,6 @@
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using Content.Shared;
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using Content.Shared.CCVar;
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using Content.Server.UserInterface;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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@@ -20,6 +21,8 @@ namespace Content.Server.Instruments
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_cfg.OnValueChanged(CCVars.MaxMidiEventsPerBatch, OnMaxMidiEventsPerBatchChanged, true);
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_cfg.OnValueChanged(CCVars.MaxMidiBatchesDropped, OnMaxMidiBatchesDroppedChanged, true);
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_cfg.OnValueChanged(CCVars.MaxMidiLaggedBatches, OnMaxMidiLaggedBatchesChanged, true);
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SubscribeLocalEvent<InstrumentComponent, ActivatableUIPlayerChangedEvent>(InstrumentNeedsClean);
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}
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public int MaxMidiEventsPerSecond { get; private set; }
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@@ -47,6 +50,11 @@ namespace Content.Server.Instruments
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MaxMidiEventsPerSecond = obj;
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}
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private void InstrumentNeedsClean(EntityUid uid, InstrumentComponent component, ActivatableUIPlayerChangedEvent ev)
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{
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component.Clean();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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