* Work on Research so far More work on UI... Fix ResearchClient and Protolathe UI stuff. Fix infinite select -> request state -> select -> ... loop Add UI to ResearchClient, etc. Technology Database states, and a bit of work on the research console ui A bit of work on Research Console UI Protolathe sync Stuff that actually does things Protolathe databases yay Alright got my motivation back Yeah, no. It's almost 3 AM already Fix serialization bug again More work on stuff Stuff Adds files for most new components/systems. * Protolathes actually work now * Research. Just Research. * Adds icons from Eris. * Address reviews * Change LatheMenu resize behaviour * Update Content.Client/GameObjects/Components/Research/ResearchConsoleBoundUserInterface.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Update Content.Client/Research/ResearchConsoleMenu.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Move IoC Resolve out of for loop * Address review * Localize stuff
39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
using System;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.Research;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Client.GameObjects.Components.Research
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedLatheDatabaseComponent))]
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public class ProtolatheDatabaseComponent : SharedProtolatheDatabaseComponent
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{
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#pragma warning disable CS0649
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[Dependency]
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private IPrototypeManager _prototypeManager;
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#pragma warning restore
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/// <summary>
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/// Invoked when the database gets updated.
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/// </summary>
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public event Action OnDatabaseUpdated;
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is ProtolatheDatabaseState state)) return;
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Clear();
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foreach (var ID in state.Recipes)
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{
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if(!_prototypeManager.TryIndex(ID, out LatheRecipePrototype recipe)) continue;
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AddRecipe(recipe);
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}
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OnDatabaseUpdated?.Invoke();
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}
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}
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}
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