177 lines
5.6 KiB
C#
177 lines
5.6 KiB
C#
using Content.Shared.DoAfter;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.Timing;
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namespace Content.Client.DoAfter.UI
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{
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public sealed class DoAfterGui : BoxContainer
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private readonly Dictionary<byte, DoAfterControl> _doAfterControls = new();
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// We'll store cancellations for a little bit just so we can flash the graphic to indicate it's cancelled
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private readonly Dictionary<byte, TimeSpan> _cancelledDoAfters = new();
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public EntityUid? AttachedEntity { get; set; }
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public DoAfterGui()
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{
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Orientation = LayoutOrientation.Vertical;
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IoCManager.InjectDependencies(this);
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IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(this);
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SeparationOverride = 0;
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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 (Disposed)
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return;
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foreach (var (_, control) in _doAfterControls)
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{
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control.Dispose();
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}
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_doAfterControls.Clear();
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_cancelledDoAfters.Clear();
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}
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/// <summary>
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/// Add the necessary control for a DoAfter progress bar.
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/// </summary>
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public void AddDoAfter(ClientDoAfter message)
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{
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if (_doAfterControls.ContainsKey(message.ID))
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return;
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var doAfterBar = new DoAfterControl();
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AddChild(doAfterBar);
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_doAfterControls.Add(message.ID, doAfterBar);
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Measure(Vector2.Infinity);
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}
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// NOTE THAT THE BELOW ONLY HANDLES THE UI SIDE
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/// <summary>
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/// Removes a DoAfter without showing a cancel graphic.
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/// </summary>
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/// <param name="id"></param>
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public void RemoveDoAfter(byte id)
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{
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if (!_doAfterControls.ContainsKey(id))
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return;
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var control = _doAfterControls[id];
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RemoveChild(control);
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control.DisposeAllChildren();
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_doAfterControls.Remove(id);
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_cancelledDoAfters.Remove(id);
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}
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/// <summary>
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/// Cancels a DoAfter and shows a graphic indicating it has been cancelled to the player.
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/// </summary>
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/// Can be called multiple times on the 1 DoAfter because of the client predicting the cancellation.
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/// <param name="id"></param>
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public void CancelDoAfter(byte id)
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{
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if (_cancelledDoAfters.ContainsKey(id))
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return;
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if (!_doAfterControls.TryGetValue(id, out var doAfterControl))
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{
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doAfterControl = new DoAfterControl();
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AddChild(doAfterControl);
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}
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doAfterControl.Cancelled = true;
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_cancelledDoAfters.Add(id, _gameTiming.CurTime);
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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if (!_entityManager.TryGetComponent(AttachedEntity, out DoAfterComponent? doAfterComponent))
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{
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Visible = false;
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return;
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}
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var doAfters = doAfterComponent.DoAfters;
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if (doAfters.Count == 0)
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{
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Visible = false;
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return;
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}
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var transform = _entityManager.GetComponent<TransformComponent>(AttachedEntity.Value);
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if (_eyeManager.CurrentMap != transform.MapID || !transform.Coordinates.IsValid(_entityManager))
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{
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Visible = false;
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return;
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}
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Visible = true;
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var currentTime = _gameTiming.CurTime;
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var toRemove = new List<byte>();
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// Cleanup cancelled DoAfters
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foreach (var (id, cancelTime) in _cancelledDoAfters)
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{
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if ((currentTime - cancelTime).TotalSeconds > DoAfterSystem.ExcessTime)
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toRemove.Add(id);
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}
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foreach (var id in toRemove)
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{
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RemoveDoAfter(id);
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}
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toRemove.Clear();
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// Update 0 -> 1.0f of the things
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foreach (var (id, message) in doAfters)
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{
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if (_cancelledDoAfters.ContainsKey(id) || !_doAfterControls.ContainsKey(id))
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continue;
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var control = _doAfterControls[id];
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var ratio = (currentTime - message.StartTime).TotalSeconds;
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control.Ratio = MathF.Min(1.0f,
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(float) ratio / message.Delay);
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// Just in case it doesn't get cleaned up by the system for whatever reason.
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if (ratio > message.Delay + DoAfterSystem.ExcessTime)
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{
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toRemove.Add(id);
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continue;
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}
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}
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foreach (var id in toRemove)
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{
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RemoveDoAfter(id);
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}
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UpdatePosition(transform);
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}
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public void UpdatePosition(TransformComponent xform)
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{
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var screenCoordinates = _eyeManager.CoordinatesToScreen(xform.Coordinates);
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var position = screenCoordinates.Position / UIScale - DesiredSize / 2f;
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LayoutContainer.SetPosition(this, position - new Vector2(0, 40f));
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}
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}
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}
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