* Create BoundUserInterfaces with DynamicTypeFactory (content) * maybe this time I did it right
42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
using System;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using static Content.Shared.GameObjects.Components.SharedWiresComponent;
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namespace Content.Client.GameObjects.Components.Wires
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{
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public class WiresBoundUserInterface : BoundUserInterface
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{
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#pragma warning disable 649
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[Dependency] private readonly ILocalizationManager _localizationManager;
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#pragma warning restore 649
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public WiresBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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private WiresMenu _menu;
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protected override void Open()
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{
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base.Open();
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_menu = new WiresMenu(_localizationManager) {Owner = this};
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_menu.OnClose += Close;
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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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_menu.Populate((WiresBoundUserInterfaceState) state);
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}
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public void PerformAction(Guid guid, WiresAction action)
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{
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SendMessage(new WiresActionMessage(guid, action));
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}
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}
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}
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