* SS14-23184 Migrate Lathe Material Ejection Code to MaterialStorage The lathe material ejection code acts as a do-nothing man-in-the-middle system that does work that would be reasonable for any MaterialStorage-using machine to use. This has been fixed by migrating the ejection code to MaterialStorage, allowing anything that uses the system to eject mats it is storing. * Fix some YAML references. Science!!
71 lines
1.9 KiB
C#
71 lines
1.9 KiB
C#
using Content.Shared.Lathe;
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using Content.Shared.Materials;
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using Content.Shared.Research.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Lathe.UI
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{
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[UsedImplicitly]
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public sealed class LatheBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private LatheMenu? _menu;
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public LatheBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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protected override void Open()
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{
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base.Open();
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_menu = new LatheMenu(this);
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_menu.OnClose += Close;
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_menu.OnServerListButtonPressed += _ =>
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{
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SendMessage(new ConsoleServerSelectionMessage());
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};
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_menu.RecipeQueueAction += (recipe, amount) =>
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{
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SendMessage(new LatheQueueRecipeMessage(recipe, amount));
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};
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_menu.OnEjectPressed += (material, sheetsToExtract) =>
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{
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SendMessage(new EjectMaterialMessage(material, sheetsToExtract));
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};
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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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switch (state)
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{
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case LatheUpdateState msg:
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if (_menu != null)
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_menu.Recipes = msg.Recipes;
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_menu?.PopulateRecipes(Owner);
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_menu?.PopulateMaterials(Owner);
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_menu?.PopulateQueueList(msg.Queue);
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_menu?.SetQueueInfo(msg.CurrentlyProducing);
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break;
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}
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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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if (!disposing)
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return;
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_menu?.Dispose();
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//thom _materialsEjectionMenu?.Dispose();
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}
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}
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}
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