* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
44 lines
1.1 KiB
C#
44 lines
1.1 KiB
C#
using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using static Content.Shared.Atmos.Components.SharedGasAnalyzerComponent;
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namespace Content.Client.Atmos.UI
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{
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public class GasAnalyzerBoundUserInterface : BoundUserInterface
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{
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public GasAnalyzerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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private GasAnalyzerWindow? _menu;
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protected override void Open()
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{
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base.Open();
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_menu = new GasAnalyzerWindow(this);
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_menu.OnClose += Close;
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_menu.OpenCentered();
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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_menu?.Populate((GasAnalyzerBoundUserInterfaceState) state);
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}
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public void Refresh()
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{
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SendMessage(new GasAnalyzerRefreshMessage());
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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 (disposing) _menu?.Dispose();
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}
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}
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}
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