Files
tbd-station-14/Content.Client/GameObjects/Components/Body/Surgery/SurgeryBoundUserInterface.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

87 lines
2.8 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components.Body.Surgery;
using JetBrains.Annotations;
using Robust.Client.GameObjects.Components.UserInterface;
using Robust.Shared.GameObjects.Components.UserInterface;
namespace Content.Client.GameObjects.Components.Body.Surgery
{
// TODO BODY Make window close if target or surgery tool gets too far away from user.
/// <summary>
/// Generic client-side UI list popup that allows users to choose from an option
/// of limbs or organs to operate on.
/// </summary>
[UsedImplicitly]
public class SurgeryBoundUserInterface : BoundUserInterface
{
private SurgeryWindow? _window;
public SurgeryBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) { }
protected override void Open()
{
_window = new SurgeryWindow();
_window.OpenCentered();
_window.OnClose += Close;
}
protected override void ReceiveMessage(BoundUserInterfaceMessage message)
{
switch (message)
{
case RequestBodyPartSurgeryUIMessage msg:
HandleBodyPartRequest(msg);
break;
case RequestMechanismSurgeryUIMessage msg:
HandleMechanismRequest(msg);
break;
case RequestBodyPartSlotSurgeryUIMessage msg:
HandleBodyPartSlotRequest(msg);
break;
}
}
private void HandleBodyPartRequest(RequestBodyPartSurgeryUIMessage msg)
{
_window?.BuildDisplay(msg.Targets, BodyPartSelectedCallback);
}
private void HandleMechanismRequest(RequestMechanismSurgeryUIMessage msg)
{
_window?.BuildDisplay(msg.Targets, MechanismSelectedCallback);
}
private void HandleBodyPartSlotRequest(RequestBodyPartSlotSurgeryUIMessage msg)
{
_window?.BuildDisplay(msg.Targets, BodyPartSlotSelectedCallback);
}
private void BodyPartSelectedCallback(int selectedOptionData)
{
SendMessage(new ReceiveBodyPartSurgeryUIMessage(selectedOptionData));
}
private void MechanismSelectedCallback(int selectedOptionData)
{
SendMessage(new ReceiveMechanismSurgeryUIMessage(selectedOptionData));
}
private void BodyPartSlotSelectedCallback(int selectedOptionData)
{
SendMessage(new ReceiveBodyPartSlotSurgeryUIMessage(selectedOptionData));
}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
if (disposing)
{
_window?.Dispose();
}
}
}
}