Lathes (#207)
* Recipe stuff. * Lathe GUI and stuff * god dammit * Lathe menu works, yay. * EventArgs henk * Some work * SS14 -> Robust * More SS14 -> Robust * Lathe materials * Lathe works, Lathe GUI, Queue GUI, etc too many changes to name them here * Remove materials button, add ViewVariables and update lathe on connect * Add Autolathe RSI * Adds new recipes, fixes a few bugs. * Remove unused ScrollContainers * Use same delegate for spawn. * Removes client-side LatheComponent in favor of BoundUserInterface * Remove GetMaterial and TryGetMaterial * Use auto-properties in a few places. * Adds LatheDatabase, and a bunch of other changes * Remove useless log. * Remove lathetype from prototypes. * Turns Storage, Lathe and Database into autoproperties * Remove Hacked property from LatheRecipePrototype * Remove unneeded dependency injection from components * Refactors LatheDatabaseComponent to use ComponentState * Refactors MaterialStorageComponent to use ComponentState * Oopsie * Another oopsie * Last oopsie, I hope * Fix missing Close call.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
092539ae59
commit
fe0414eda7
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Research;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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namespace Content.Client.GameObjects.Components.Research
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{
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public class MaterialStorageComponent : SharedMaterialStorageComponent
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{
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protected override Dictionary<string, int> Storage { get; set; } = new Dictionary<string, int>();
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public event Action OnMaterialStorageChanged;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is MaterialStorageState state)) return;
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Storage = state.Storage;
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OnMaterialStorageChanged?.Invoke();
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}
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}
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}
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