* -Added Crayons + CrayonBox -Can set any crayon state and color -Added CrayonDecals * Allows to cycle through decals (not the final thing) * ItemStatus * -UI (WIP) -Selection thing works -Changed some shitty state names * -Icons -Changed decal name * Pure Texture Grid * Charges * -Reach check -Toggle interface on use * Can't draw on windows anymore * UI now shows selected decal and color * -UseSound -Nullable * Remove unused imports * -Rotation -Made decal abstract * Remove some duplicate images * Space Cleaner cleans * Loc Title Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Review adressed Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
50 lines
1.4 KiB
C#
50 lines
1.4 KiB
C#
using Content.Shared.GameObjects.Components;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Client.GameObjects.Components.Crayon
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{
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public class CrayonBoundUserInterface : BoundUserInterface
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{
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public CrayonBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
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{
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}
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private CrayonWindow _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 CrayonWindow(this);
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_menu.OnClose += Close;
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var crayonDecals = prototypeManager.EnumeratePrototypes<CrayonDecalPrototype>().FirstOrDefault();
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if (crayonDecals != null)
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_menu.Populate(crayonDecals);
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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.UpdateState((CrayonBoundUserInterfaceState) state);
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}
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public void Select(string state)
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{
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SendMessage(new CrayonSelectMessage(state));
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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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_menu.Close();
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}
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}
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}
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