* Fix handlabeler/utility belt misprediction * Partly moved HandLabelerSystem to shared And cleaned up HandLabelerComponent * WIP format the files so later commits look clearer Doesn't change individual code lines, but may move functions to another file * WIP some more code movement * Hand Labeler is now mostly predicted Only the UI isn't * WIP: Formatting and moved stuff * Using componentstates for prediction correction * review * Update label on label change * Don't overwrite label while editing --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
64 lines
1.8 KiB
C#
64 lines
1.8 KiB
C#
using Content.Shared.Labels;
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using Content.Shared.Labels.Components;
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using Robust.Client.GameObjects;
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namespace Content.Client.Labels.UI
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{
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/// <summary>
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/// Initializes a <see cref="HandLabelerWindow"/> and updates it when new server messages are received.
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/// </summary>
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public sealed class HandLabelerBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IEntityManager _entManager = default!;
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[ViewVariables]
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private HandLabelerWindow? _window;
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public HandLabelerBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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IoCManager.InjectDependencies(this);
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}
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protected override void Open()
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{
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base.Open();
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_window = new HandLabelerWindow();
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if (State != null)
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UpdateState(State);
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_window.OpenCentered();
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_window.OnClose += Close;
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_window.OnLabelChanged += OnLabelChanged;
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Reload();
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}
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private void OnLabelChanged(string newLabel)
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{
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// Focus moment
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if (_entManager.TryGetComponent(Owner, out HandLabelerComponent? labeler) &&
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labeler.AssignedLabel.Equals(newLabel))
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return;
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SendPredictedMessage(new HandLabelerLabelChangedMessage(newLabel));
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}
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public void Reload()
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{
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if (_window == null || !_entManager.TryGetComponent(Owner, out HandLabelerComponent? component))
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return;
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_window.SetCurrentLabel(component.AssignedLabel);
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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) return;
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_window?.Dispose();
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}
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}
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}
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