Rework options menu.
It's much nicer now.
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@@ -2,29 +2,19 @@
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using Content.Client.UserInterface;
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using Robust.Client.Console;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Interfaces.Placement;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Interfaces.State;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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namespace Content.Client
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{
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internal sealed class EscapeMenuOwner : IEscapeMenuOwner
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{
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[Dependency] private readonly IClientConsole _clientConsole = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IPlacementManager _placementManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly ILocalizationManager _localizationManager = default!;
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@@ -42,8 +32,7 @@ namespace Content.Client
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if (obj.NewState is GameScreenBase)
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{
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// Switched TO GameScreen.
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_escapeMenu = new EscapeMenu(_clientConsole, _tileDefinitionManager, _placementManager,
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_prototypeManager, _resourceCache, _configurationManager, _localizationManager);
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_escapeMenu = new EscapeMenu(_clientConsole, _localizationManager);
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_escapeMenu.OnClose += () => _gameHud.EscapeButtonDown = false;
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