Files
tbd-station-14/Content.Client/Mech/Ui/MechBoundUserInterface.cs
Nemanja 913e1ee676 Exosuit: Ripley (#12668)
* 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
2022-12-10 11:05:39 -06:00

85 lines
2.0 KiB
C#

using Content.Client.UserInterface.Fragments;
using Content.Shared.Mech;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
namespace Content.Client.Mech.Ui;
[UsedImplicitly]
public sealed class MechBoundUserInterface : BoundUserInterface
{
[Dependency] private readonly IEntityManager _ent = default!;
private readonly EntityUid _mech;
private MechMenu? _menu;
public MechBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey)
{
IoCManager.InjectDependencies(this);
_mech = owner.Owner;
}
protected override void Open()
{
base.Open();
_menu = new(_mech);
_menu.OnClose += Close;
_menu.OpenCenteredLeft();
_menu.OnRemoveButtonPressed += uid =>
{
SendMessage(new MechEquipmentRemoveMessage(uid));
};
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);
if (state is not MechBoundUiState msg)
return;
UpdateEquipmentControls(msg);
_menu?.UpdateMechStats();
_menu?.UpdateEquipmentView();
}
public void UpdateEquipmentControls(MechBoundUiState state)
{
if (!_ent.TryGetComponent<MechComponent>(_mech, out var mechComp))
return;
foreach (var ent in mechComp.EquipmentContainer.ContainedEntities)
{
var ui = GetEquipmentUi(ent);
if (ui == null)
continue;
foreach (var (attached, estate) in state.EquipmentStates)
{
if (ent == attached)
ui.UpdateState(estate);
}
}
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (!disposing)
return;
_menu?.Close();
}
public UIFragment? GetEquipmentUi(EntityUid? uid)
{
var component = _ent.GetComponentOrNull<UIFragmentComponent>(uid);
component?.Ui?.Setup(this, uid);
return component?.Ui;
}
}