* Refactor SpeciesUI into overlay and status effects All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think. * Change overlay / status effects to use states * Change TryRemoveStatus to RemoveStatus Doesn't return a bool so not trying. Addressing PJB's feedback.
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Serialization;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Mobs
|
|
{
|
|
/// <summary>
|
|
/// Handles the icons on the right side of the screen.
|
|
/// Should only be used for player-controlled entities
|
|
/// </summary>
|
|
public abstract class SharedStatusEffectsComponent : Component
|
|
{
|
|
public override string Name => "StatusEffectsUI";
|
|
public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
|
|
public sealed override Type StateType => typeof(StatusEffectComponentState);
|
|
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public class StatusEffectComponentState : ComponentState
|
|
{
|
|
public Dictionary<StatusEffect, string> StatusEffects;
|
|
|
|
public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
|
|
{
|
|
StatusEffects = statusEffects;
|
|
}
|
|
}
|
|
|
|
// Each status effect is assumed to be unique
|
|
public enum StatusEffect
|
|
{
|
|
Health,
|
|
}
|
|
}
|