* lathe and material storage refactor * materialStorage ECS it kinda sus tho * beginning the lathe shitcode dive * couple lathe visuals and lathe system * lathe changes and such * dynamic lathe databases * rewrote internal logic on to ui * da newI * material display clientside * misc ui changes * component state handling and various other things * moar * Update Content.Shared/Lathe/LatheComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * first volley of sloth review * more fixes * losin' my mind * all da changes * test fix and other review Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
76 lines
2.1 KiB
C#
76 lines
2.1 KiB
C#
using Content.Shared.Lathe;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Lathe.UI
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{
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[UsedImplicitly]
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public sealed class LatheBoundUserInterface : BoundUserInterface
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{
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[ViewVariables] private LatheMenu? _menu;
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[ViewVariables] private LatheQueueMenu? _queueMenu;
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public EntityUid Lathe;
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public LatheBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey)
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{
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Lathe = owner.Owner;
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}
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protected override void Open()
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{
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base.Open();
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_menu = new LatheMenu(this);
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_queueMenu = new LatheQueueMenu(this);
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_menu.OnClose += Close;
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_menu.OnQueueButtonPressed += _ =>
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{
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_queueMenu.OpenCenteredLeft();
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};
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_menu.OnServerListButtonPressed += _ =>
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{
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SendMessage(new LatheServerSelectionMessage());
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};
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_menu.OnServerSyncButtonPressed += _ =>
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{
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SendMessage(new LatheServerSyncMessage());
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};
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_menu.RecipeQueueAction += (recipe, amount) =>
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{
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SendMessage(new LatheQueueRecipeMessage(recipe, amount));
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};
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_menu.OpenCentered();
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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switch (state)
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{
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case LatheUpdateState msg:
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if (_menu != null)
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_menu.Recipes = msg.Recipes;
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_menu?.PopulateRecipes(Owner.Owner);
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_menu?.PopulateMaterials(Lathe);
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_queueMenu?.PopulateList(msg.Queue);
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_queueMenu?.SetInfo(msg.CurrentlyProducing);
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break;
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}
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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)
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return;
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_menu?.Dispose();
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_queueMenu?.Dispose();
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}
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}
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}
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