* Make vendor machines use EntityPrototypeView * Update * 1 * Kill me * For the love of god!!!
89 lines
2.5 KiB
C#
89 lines
2.5 KiB
C#
using Content.Client.UserInterface.Controls;
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using Content.Client.VendingMachines.UI;
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using Content.Shared.VendingMachines;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Input;
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using System.Linq;
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using Robust.Client.UserInterface;
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namespace Content.Client.VendingMachines
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{
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public sealed class VendingMachineBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private VendingMachineMenu? _menu;
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[ViewVariables]
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private List<VendingMachineInventoryEntry> _cachedInventory = new();
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public VendingMachineBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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protected override void Open()
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{
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base.Open();
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var vendingMachineSys = EntMan.System<VendingMachineSystem>();
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_cachedInventory = vendingMachineSys.GetAllInventory(Owner);
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_menu = this.CreateWindow<VendingMachineMenu>();
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_menu.OpenCenteredLeft();
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_menu.Title = EntMan.GetComponent<MetaDataComponent>(Owner).EntityName;
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_menu.OnItemSelected += OnItemSelected;
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_menu.Populate(_cachedInventory);
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_menu.OpenCenteredLeft();
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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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if (state is not VendingMachineInterfaceState newState)
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return;
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_cachedInventory = newState.Inventory;
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_menu?.Populate(_cachedInventory);
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}
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private void OnItemSelected(GUIBoundKeyEventArgs args, ListData data)
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{
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if (args.Function != EngineKeyFunctions.UIClick)
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return;
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if (data is not VendorItemsListData { ItemIndex: var itemIndex })
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return;
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if (_cachedInventory.Count == 0)
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return;
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var selectedItem = _cachedInventory.ElementAtOrDefault(itemIndex);
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if (selectedItem == null)
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return;
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SendMessage(new VendingMachineEjectMessage(selectedItem.Type, selectedItem.ID));
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing)
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return;
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if (_menu == null)
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return;
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_menu.OnItemSelected -= OnItemSelected;
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_menu.OnClose -= Close;
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_menu.Dispose();
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}
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}
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}
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