* ECS up disposals Also significantly reduced its CPU usage. * Make update significantly less S L O W * Start units pressurised * Client-side flush lerping * Fix powered not toggling UI * Fix flush button * InteractUsing * Minor optimisations * Fix collisions * Make visual state ECS * Almost done with shared * Most stuff moved * Optimise item sleeping
58 lines
1.7 KiB
C#
58 lines
1.7 KiB
C#
using System.Collections.Generic;
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using Content.Client.Disposal.Components;
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using Content.Client.Disposal.UI;
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using Content.Shared.Disposal;
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using Robust.Client.GameObjects;
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namespace Content.Client.Disposal.Systems
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{
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public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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public List<DisposalUnitComponent> PressuringDisposals = new();
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public void UpdateActive(DisposalUnitComponent component, bool active)
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{
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if (active)
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{
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if (!PressuringDisposals.Contains(component))
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PressuringDisposals.Add(component);
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}
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else
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{
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PressuringDisposals.Remove(component);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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for (var i = PressuringDisposals.Count - 1; i >= 0; i--)
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{
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var comp = PressuringDisposals[i];
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if (!UpdateInterface(comp)) continue;
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PressuringDisposals.RemoveAt(i);
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}
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}
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private bool UpdateInterface(DisposalUnitComponent component)
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{
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if (component.Deleted) return true;
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if (!component.Owner.TryGetComponent(out ClientUserInterfaceComponent? userInterface)) return true;
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var state = component.UiState;
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if (state == null) return true;
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foreach (var inter in userInterface.Interfaces)
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{
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if (inter is DisposalUnitBoundUserInterface disposals)
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{
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return disposals.Window?.UpdateState(state) != false;
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}
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}
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return true;
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}
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}
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}
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