Adds playable instruments, IDropped, IHandSelected and IHandDese… (#368)
* Instrument test. * Midi stuff * Some more work * This actually works now! * update * Midi Audio works! * Lots of stuff, and cool interfaces for items * Update * Fix a few things * It just works * Move textures to another folder, remove placeholder description from instruments * Fix warning * Use renderer enum * Instruments now use DisposeRenderer method, and send MidiEvents as they receive them. Deletes InstrumentSystem whoo. * Fix incorrect sprite paths * Instruments take midi file size check into account when enabling/disabling midi playback buttons * Fix crash when pressing drop on empty hand. * Use new renderer return values for midi/input * Xylophones are no longer handheld instruments, fix their sprites. * Use new API * Remove nfluidsynth from solution * Timing information * Use IGameTiming.CurTime for timestamps instead
This commit is contained in:
committed by
Pieter-Jan Briers
parent
ce54c489eb
commit
fedc0ad71c
@@ -0,0 +1,36 @@
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using Content.Client.Instruments;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Instruments
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{
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public class InstrumentBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private InstrumentMenu _instrumentMenu;
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public InstrumentComponent Instrument { get; set; }
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public InstrumentBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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protected override void Open()
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{
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if (!Owner.Owner.TryGetComponent<InstrumentComponent>(out var instrument)) return;
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Instrument = instrument;
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_instrumentMenu = new InstrumentMenu(this);
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_instrumentMenu.OnClose += Close;
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_instrumentMenu.OpenCentered();
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing) return;
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_instrumentMenu?.Dispose();
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}
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}
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}
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