* Fix namespaces and optimize imports * Cleanup fixes * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes
82 lines
2.9 KiB
C#
82 lines
2.9 KiB
C#
using Content.Client.UserInterface.Stylesheets;
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using Content.Client.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Chemistry
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{
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/// <summary>
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/// Client behavior for injectors & syringes. Used for item status on injectors
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/// </summary>
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[RegisterComponent]
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public class InjectorComponent : SharedInjectorComponent, IItemStatus
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{
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[ViewVariables] private ReagentUnit CurrentVolume { get; set; }
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[ViewVariables] private ReagentUnit TotalVolume { get; set; }
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[ViewVariables] private InjectorToggleMode CurrentMode { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] private bool _uiUpdateNeeded;
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//Add/remove item status code
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Control IItemStatus.MakeControl() => new StatusControl(this);
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void IItemStatus.DestroyControl(Control control) { }
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//Handle net updates
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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var cast = (InjectorComponentState) curState;
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if (cast != null)
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{
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CurrentVolume = cast.CurrentVolume;
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TotalVolume = cast.TotalVolume;
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CurrentMode = cast.CurrentMode;
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_uiUpdateNeeded = true;
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}
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}
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/// <summary>
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/// Item status control for injectors
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/// </summary>
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private sealed class StatusControl : Control
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{
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private readonly InjectorComponent _parent;
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private readonly RichTextLabel _label;
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public StatusControl(InjectorComponent parent)
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{
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_parent = parent;
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_label = new RichTextLabel { StyleClasses = { StyleNano.StyleClassItemStatus } };
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AddChild(_label);
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parent._uiUpdateNeeded = true;
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}
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protected override void Update(FrameEventArgs args)
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{
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base.Update(args);
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if (!_parent._uiUpdateNeeded)
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{
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return;
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}
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_parent._uiUpdateNeeded = false;
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//Update current volume and injector state
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var modeStringLocalized = _parent.CurrentMode switch
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{
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InjectorToggleMode.Draw => Loc.GetString("Draw"),
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InjectorToggleMode.Inject => Loc.GetString("Inject"),
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_ => Loc.GetString("Invalid")
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};
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_label.SetMarkup(Loc.GetString("Volume: [color=white]{0}/{1}[/color] | [color=white]{2}[/color]",
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_parent.CurrentVolume, _parent.TotalVolume, modeStringLocalized));
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}
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}
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}
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}
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