* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
40 lines
1.3 KiB
C#
40 lines
1.3 KiB
C#
using Content.Client.UserInterface.Fragments;
|
|
using Content.Shared.CartridgeLoader;
|
|
using Content.Shared.CartridgeLoader.Cartridges;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Client.UserInterface;
|
|
|
|
namespace Content.Client.CartridgeLoader.Cartridges;
|
|
|
|
public sealed class NotekeeperUi : UIFragment
|
|
{
|
|
private NotekeeperUiFragment? _fragment;
|
|
|
|
public override Control GetUIFragmentRoot()
|
|
{
|
|
return _fragment!;
|
|
}
|
|
|
|
public override void Setup(BoundUserInterface userInterface, EntityUid? fragmentOwner)
|
|
{
|
|
_fragment = new NotekeeperUiFragment();
|
|
_fragment.OnNoteRemoved += note => SendNotekeeperMessage(NotekeeperUiAction.Remove, note, userInterface);
|
|
_fragment.OnNoteAdded += note => SendNotekeeperMessage(NotekeeperUiAction.Add, note, userInterface);
|
|
}
|
|
|
|
public override void UpdateState(BoundUserInterfaceState state)
|
|
{
|
|
if (state is not NotekeeperUiState notekeepeerState)
|
|
return;
|
|
|
|
_fragment?.UpdateState(notekeepeerState.Notes);
|
|
}
|
|
|
|
private void SendNotekeeperMessage(NotekeeperUiAction action, string note, BoundUserInterface userInterface)
|
|
{
|
|
var notekeeperMessage = new NotekeeperUiMessageEvent(action, note);
|
|
var message = new CartridgeUiMessage(notekeeperMessage);
|
|
userInterface.SendMessage(message);
|
|
}
|
|
}
|