* 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
52 lines
1.3 KiB
C#
52 lines
1.3 KiB
C#
using Content.Shared.Atmos.Components;
|
|
using JetBrains.Annotations;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.Client.UserInterface.Atmos.GasTank
|
|
{
|
|
[UsedImplicitly]
|
|
public class GasTankBoundUserInterface
|
|
: BoundUserInterface
|
|
{
|
|
public GasTankBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) :
|
|
base(owner, uiKey)
|
|
{
|
|
}
|
|
|
|
private GasTankWindow? _window;
|
|
|
|
public void SetOutputPressure(in float value)
|
|
{
|
|
SendMessage(new GasTankSetPressureMessage {Pressure = value});
|
|
}
|
|
|
|
public void ToggleInternals()
|
|
{
|
|
SendMessage(new GasTankToggleInternalsMessage());
|
|
}
|
|
|
|
protected override void Open()
|
|
{
|
|
base.Open();
|
|
_window = new GasTankWindow(this);
|
|
_window.OnClose += Close;
|
|
_window.OpenCentered();
|
|
}
|
|
|
|
protected override void UpdateState(BoundUserInterfaceState state)
|
|
{
|
|
base.UpdateState(state);
|
|
|
|
_window?.UpdateState((GasTankBoundUserInterfaceState) state);
|
|
}
|
|
|
|
protected override void Dispose(bool disposing)
|
|
{
|
|
base.Dispose(disposing);
|
|
|
|
_window?.Close();
|
|
}
|
|
}
|
|
}
|