Files
tbd-station-14/Content.Client/GameObjects/Components/Mobs/ClientStatusEffectsComponent.cs
Exp b993ebb30a Status Effect Tooltip & Notify on click (#1943)
* -Show tooltip on hover
-Show notify on click

* -Status Effects now get removed instead of going invisible
-Removed empty textures for that

* Revert break in HungerComponent
2020-08-29 13:33:38 +02:00

173 lines
5.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.UserInterface;
using Content.Client.Utility;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.ResourceManagement;
using Robust.Client.Interfaces.UserInterface;
using Robust.Client.Player;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Client.GameObjects.Components.Mobs
{
/// <inheritdoc/>
[RegisterComponent]
[ComponentReference(typeof(SharedStatusEffectsComponent))]
public sealed class ClientStatusEffectsComponent : SharedStatusEffectsComponent
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IResourceCache _resourceCache = default!;
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private StatusEffectsUI _ui;
private Dictionary<StatusEffect, StatusEffectStatus> _status = new Dictionary<StatusEffect, StatusEffectStatus>();
private Dictionary<StatusEffect, CooldownGraphic> _cooldown = new Dictionary<StatusEffect, CooldownGraphic>();
/// <summary>
/// Allows calculating if we need to act due to this component being controlled by the current mob
/// </summary>
private bool CurrentlyControlled => _playerManager.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity == Owner;
protected override void Shutdown()
{
base.Shutdown();
PlayerDetached();
}
public override void HandleMessage(ComponentMessage message, IComponent component)
{
base.HandleMessage(message, component);
switch (message)
{
case PlayerAttachedMsg _:
PlayerAttached();
break;
case PlayerDetachedMsg _:
PlayerDetached();
break;
}
}
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is StatusEffectComponentState state) || _status == state.StatusEffects)
{
return;
}
_status = state.StatusEffects;
UpdateStatusEffects();
}
private void PlayerAttached()
{
if (!CurrentlyControlled || _ui != null)
{
return;
}
_ui = new StatusEffectsUI();
_userInterfaceManager.StateRoot.AddChild(_ui);
UpdateStatusEffects();
}
private void PlayerDetached()
{
_ui?.Dispose();
_ui = null;
_cooldown.Clear();
}
public void UpdateStatusEffects()
{
if (!CurrentlyControlled || _ui == null)
{
return;
}
_cooldown.Clear();
_ui.VBox.DisposeAllChildren();
foreach (var (key, effect) in _status.OrderBy(x => (int) x.Key))
{
var texture = _resourceCache.GetTexture(effect.Icon);
var status = new StatusControl(key, texture)
{
ToolTip = key.ToString()
};
if (effect.Cooldown.HasValue)
{
var cooldown = new CooldownGraphic();
status.Children.Add(cooldown);
_cooldown[key] = cooldown;
}
status.OnPressed += args => StatusPressed(args, status);
_ui.VBox.AddChild(status);
}
}
private void StatusPressed(BaseButton.ButtonEventArgs args, StatusControl status)
{
if (args.Event.Function != EngineKeyFunctions.UIClick)
{
return;
}
SendNetworkMessage(new ClickStatusMessage(status.Effect));
}
public void RemoveStatusEffect(StatusEffect name)
{
_status.Remove(name);
UpdateStatusEffects();
}
public void FrameUpdate(float frameTime)
{
foreach (var (effect, cooldownGraphic) in _cooldown)
{
var status = _status[effect];
if (!status.Cooldown.HasValue)
{
cooldownGraphic.Progress = 0;
cooldownGraphic.Visible = false;
continue;
}
var start = status.Cooldown.Value.Item1;
var end = status.Cooldown.Value.Item2;
var length = (end - start).TotalSeconds;
var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
cooldownGraphic.Visible = ratio > -1f;
}
}
public override void ChangeStatusEffect(StatusEffect effect, string icon, (TimeSpan, TimeSpan)? cooldown)
{
_status[effect] = new StatusEffectStatus()
{
Icon = icon,
Cooldown = cooldown
};
Dirty();
}
}
}