* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. # Conflicts: # Content.Client/Silicons/StationAi/StationAiOverlay.cs * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
70 lines
2.3 KiB
C#
70 lines
2.3 KiB
C#
using System.Numerics;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Loadouts;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Client.Lobby.UI.Loadouts;
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[GenerateTypedNameReferences]
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public sealed partial class LoadoutWindow : FancyWindow
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{
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public event Action<ProtoId<LoadoutGroupPrototype>, ProtoId<LoadoutPrototype>>? OnLoadoutPressed;
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public event Action<ProtoId<LoadoutGroupPrototype>, ProtoId<LoadoutPrototype>>? OnLoadoutUnpressed;
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private List<LoadoutGroupContainer> _groups = new();
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public HumanoidCharacterProfile Profile;
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public LoadoutWindow(HumanoidCharacterProfile profile, RoleLoadout loadout, RoleLoadoutPrototype proto, ICommonSession session, IDependencyCollection collection)
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{
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RobustXamlLoader.Load(this);
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Profile = profile;
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var protoManager = collection.Resolve<IPrototypeManager>();
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// Hide if no groups
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if (proto.Groups.Count == 0)
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{
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LoadoutGroupsContainer.Visible = false;
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SetSize = Vector2.Zero;
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}
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else
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{
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foreach (var group in proto.Groups)
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{
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if (!protoManager.TryIndex(group, out var groupProto))
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continue;
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if (groupProto.Hidden)
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continue;
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var container = new LoadoutGroupContainer(profile, loadout, protoManager.Index(group), session, collection);
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LoadoutGroupsContainer.AddTab(container, Loc.GetString(groupProto.Name));
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_groups.Add(container);
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container.OnLoadoutPressed += args =>
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{
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OnLoadoutPressed?.Invoke(group, args);
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};
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container.OnLoadoutUnpressed += args =>
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{
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OnLoadoutUnpressed?.Invoke(group, args);
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};
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}
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}
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}
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public void RefreshLoadouts(RoleLoadout loadout, ICommonSession session, IDependencyCollection collection)
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{
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foreach (var group in _groups)
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{
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group.RefreshLoadouts(Profile, loadout, session, collection);
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}
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}
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}
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