* Content update for UI refactor * Big update * Sharing * Remaining content updates * First big update * Prototype updates * AUGH * Fix UI comp ref * Cleanup - Fix predicted message, fix item slots, fix interaction range check. * Fix regressions * Make this predictive idk why it wasn't. * Fix slime merge * Merge conflict * Fix merge
44 lines
1.5 KiB
C#
44 lines
1.5 KiB
C#
using Content.Server.Lock.Components;
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using Content.Server.Popups;
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using Content.Shared.UserInterface;
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using Content.Shared.Lock;
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using Content.Server.UserInterface;
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using ActivatableUISystem = Content.Shared.UserInterface.ActivatableUISystem;
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namespace Content.Server.Lock.EntitySystems;
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public sealed class ActivatableUIRequiresLockSystem : EntitySystem
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{
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[Dependency] private readonly ActivatableUISystem _activatableUI = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ActivatableUIRequiresLockComponent, ActivatableUIOpenAttemptEvent>(OnUIOpenAttempt);
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SubscribeLocalEvent<ActivatableUIRequiresLockComponent, LockToggledEvent>(LockToggled);
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}
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private void OnUIOpenAttempt(EntityUid uid, ActivatableUIRequiresLockComponent component, ActivatableUIOpenAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (TryComp<LockComponent>(uid, out var lockComp) && lockComp.Locked != component.requireLocked)
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{
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args.Cancel();
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if (lockComp.Locked)
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_popupSystem.PopupEntity(Loc.GetString("entity-storage-component-locked-message"), uid, args.User);
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}
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}
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private void LockToggled(EntityUid uid, ActivatableUIRequiresLockComponent component, LockToggledEvent args)
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{
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if (!TryComp<LockComponent>(uid, out var lockComp) || lockComp.Locked == component.requireLocked)
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return;
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_activatableUI.CloseAll(uid);
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}
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}
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