* shuffles devicelist to shared, adds an overlay for devicelist * adds space property to overlay * moves networkconfigurator to shared, makes devicelistsystem clientside check activedevicelist * dirties components upon change, adds networkedcomponent to sharednetworkconfigurator * state handlers for networked components * whoops * lots of shuffling, renaming, and access changes * randomizes color for every new entity added to the overlay * adds a client-side action to clear all network overlays if they're active * clones action (oops) * localization, adds a command for clearing network link overlays (in case the action disappears) * moves the entity manager up into the bui fields * makes that a dependency * attempts to just directly get the color from the dict when drawing, now * fixes up a few comments * adds dirty on init to devicelistcomponent * hacky solution related to mapping with a networkconfigurator * more stricter bound on that hacky solution * just checks if the life stage is initialized instead of if the entity was initialized * moves getalldevices to shared * readds linq import * tries to ensure that the show button is toggled on if the device we're trying to configure is currently being tracked by the overlay * some reorganization
53 lines
1.4 KiB
C#
53 lines
1.4 KiB
C#
using Content.Shared.Actions;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.DeviceNetwork;
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public abstract class SharedNetworkConfiguratorSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NetworkConfiguratorComponent, ComponentGetState>(GetNetworkConfiguratorState);
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SubscribeLocalEvent<NetworkConfiguratorComponent, ComponentHandleState>(HandleNetworkConfiguratorState);
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}
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private void GetNetworkConfiguratorState(EntityUid uid, NetworkConfiguratorComponent comp,
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ref ComponentGetState args)
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{
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args.State = new NetworkConfiguratorComponentState(comp.ActiveDeviceList);
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}
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private void HandleNetworkConfiguratorState(EntityUid uid, NetworkConfiguratorComponent comp,
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ref ComponentHandleState args)
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{
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if (args.Current is not NetworkConfiguratorComponentState state)
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{
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return;
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}
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comp.ActiveDeviceList = state.ActiveDeviceList;
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}
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}
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[Serializable, NetSerializable]
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public sealed class ManualDeviceListSyncMessage : BoundUserInterfaceMessage
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{
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public ManualDeviceListSyncMessage(EntityUid? device, HashSet<EntityUid>? devices)
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{
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Device = device;
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Devices = devices;
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}
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public EntityUid? Device { get; }
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public HashSet<EntityUid>? Devices { get; }
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}
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public sealed class ClearAllOverlaysEvent : InstantActionEvent
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{
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}
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