* Added Gloves of North Star, no sprite or talking yet... * Added sprites for the gloves of the north star... * Replaced more placeholder sprites for northstar gloves... * Added gloves of the north star to uplink... * Added speech on hit, not yet configureable * Not functional yet, but a step in the right direction I hope... * IT WORKS!! * Licensing and cleanup * Reduced attack speed, changed from chat to popup, added some admin logging. It was causing too much adminlog spam otherwise * Reorganized some files, final build?? * Changed the adminlog type from Verb to new type ItemConfigure * More cleanup, fix sprite reference maybe * Keronshb's suggestions, fixed some stuff, made hit sound use the meaty punch sfx * Adds support for hiding speak/whisper/emote from adminlogs, makes northstar speak again! * Some file shuffling, some of Keronshb's requests. Might appear a bit funky in github because vscode kept duplicating files for some reason and I had to delete them * Made it work with the latest changes on Master * Final? cleanup, upped dmg to 8, made ui not activate on activateinhand, instead you need to right click * Set value to 0 credits, that's all * Well that was much easier than I made it out to be. Now you can only activate the gloves with right click, no more mispredicts. * Update MeleeWeaponSystem.cs Iunno why this got changed in the first place, but I'm changin it back * emptycommit * emptycommit * The tiny fixening
82 lines
2.9 KiB
C#
82 lines
2.9 KiB
C#
using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Reflection;
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using Robust.Shared.Serialization;
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namespace Content.Server.UserInterface
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{
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[RegisterComponent]
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public sealed class ActivatableUIComponent : Component,
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ISerializationHooks
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{
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[ViewVariables]
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public Enum? Key { get; set; }
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[ViewVariables] public BoundUserInterface? UserInterface => (Key != null) ? Owner.GetUIOrNull(Key) : null;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("inHandsOnly")]
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public bool InHandsOnly { get; set; } = false;
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[DataField("singleUser")]
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public bool SingleUser { get; set; } = false;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("adminOnly")]
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public bool AdminOnly { get; set; } = false;
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[DataField("key", readOnly: true, required: true)]
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private string _keyRaw = default!;
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[DataField("verbText")]
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public string VerbText = "ui-verb-toggle-open";
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/// <summary>
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/// Whether you need a hand to operate this UI. The hand does not need to be free, you just need to have one.
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/// </summary>
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/// <remarks>
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/// This should probably be true for most machines & computers, but there will still be UIs that represent a
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/// more generic interaction / configuration that might not require hands.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requireHands")]
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public bool RequireHands = true;
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/// <summary>
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/// Whether you can activate this ui with activateinhand or not
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rightClickOnly")]
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public bool rightClickOnly = false;
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/// <summary>
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/// Whether spectators (non-admin ghosts) should be allowed to view this UI.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("allowSpectator")]
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public bool AllowSpectator = true;
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/// <summary>
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/// Whether the UI should close when the item is deselected due to a hand swap or drop
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("closeOnHandDeselect")]
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public bool CloseOnHandDeselect = true;
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/// <summary>
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/// The client channel currently using the object, or null if there's none/not single user.
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/// NOTE: DO NOT DIRECTLY SET, USE ActivatableUISystem.SetCurrentSingleUser
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/// </summary>
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[ViewVariables]
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public IPlayerSession? CurrentSingleUser;
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void ISerializationHooks.AfterDeserialization()
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{
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var reflectionManager = IoCManager.Resolve<IReflectionManager>();
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if (reflectionManager.TryParseEnumReference(_keyRaw, out var key))
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Key = key;
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}
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}
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}
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