Files
tbd-station-14/Content.Client/GameObjects/Components/Power/AME/AMEControllerBoundUserInterface.cs
ancientpower 566ed6b770 Adds the antimatter engine (#1905)
* adds antimatter engine

* fixes some nullables

* fixes ALL OF THE NULLABLES

* adds explosions

* adds fancy lighting

* requested changes + license info

Co-authored-by: ancientpower <ancientpowerer@gmail.com>
2020-08-29 13:05:44 +02:00

63 lines
2.1 KiB
C#

using Robust.Client.GameObjects.Components.UserInterface;
using Robust.Shared.GameObjects.Components.UserInterface;
using static Content.Shared.GameObjects.Components.Power.AME.SharedAMEControllerComponent;
namespace Content.Client.GameObjects.Components.Power.AME
{
public class AMEControllerBoundUserInterface : BoundUserInterface
{
private AMEWindow _window;
public AMEControllerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
{
}
protected override void Open()
{
base.Open();
_window = new AMEWindow();
_window.OnClose += Close;
_window.OpenCentered();
_window.EjectButton.OnPressed += _ => ButtonPressed(UiButton.Eject);
_window.ToggleInjection.OnPressed += _ => ButtonPressed(UiButton.ToggleInjection);
_window.IncreaseFuelButton.OnPressed += _ => ButtonPressed(UiButton.IncreaseFuel);
_window.DecreaseFuelButton.OnPressed += _ => ButtonPressed(UiButton.DecreaseFuel);
_window.RefreshPartsButton.OnPressed += _ => ButtonPressed(UiButton.RefreshParts);
}
/// <summary>
/// Update the ui each time new state data is sent from the server.
/// </summary>
/// <param name="state">
/// Data of the <see cref="SharedReagentDispenserComponent"/> that this ui represents.
/// Sent from the server.
/// </param>
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
var castState = (AMEControllerBoundUserInterfaceState) state;
_window?.UpdateState(castState); //Update window state
}
private void ButtonPressed(UiButton button, int dispenseIndex = -1)
{
SendMessage(new UiButtonPressedMessage(button));
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window.Dispose();
}
}
}
}