* 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>
53 lines
1.6 KiB
C#
53 lines
1.6 KiB
C#
using Content.Shared.Research.Prototypes;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Client.UserInterface.XAML;
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namespace Content.Client.Lathe.UI
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{
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[GenerateTypedNameReferences]
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public sealed partial class LatheQueueMenu : DefaultWindow
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private readonly SpriteSystem _spriteSystem;
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public LatheQueueMenu(LatheBoundUserInterface owner)
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_spriteSystem = _entityManager.EntitySysManager.GetEntitySystem<SpriteSystem>();
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SetInfo(null);
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}
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public void SetInfo(LatheRecipePrototype? recipe)
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{
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if (recipe != null)
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{
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Icon.Texture = _spriteSystem.Frame0(recipe.Icon);
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NameLabel.Text = recipe.Name;
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Description.Text = recipe.Description;
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}
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else
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{
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Icon.Texture = Texture.Transparent;
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NameLabel.Text = string.Empty;
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Description.Text = Loc.GetString("lathe-queue-menu-not-producing-text");
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}
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}
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public void PopulateList(List<LatheRecipePrototype> queue)
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{
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QueueList.Clear();
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var idx = 1;
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foreach (var recipe in queue)
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{
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QueueList.AddItem($"{idx}. {recipe.Name}", _spriteSystem.Frame0(recipe.Icon));
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idx++;
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}
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}
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}
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}
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