83 lines
2.2 KiB
C#
83 lines
2.2 KiB
C#
using Content.Shared.MachineLinking;
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using Robust.Client.GameObjects;
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using Robust.Shared.Timing;
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namespace Content.Client.MachineLinking.UI;
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public sealed class SignalTimerBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[ViewVariables]
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private SignalTimerWindow? _window;
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public SignalTimerBoundUserInterface(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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_window = new SignalTimerWindow(this);
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if (State != null)
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UpdateState(State);
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_window.OpenCentered();
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_window.OnClose += Close;
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_window.OnCurrentTextChanged += OnTextChanged;
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_window.OnCurrentDelayMinutesChanged += OnDelayChanged;
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_window.OnCurrentDelaySecondsChanged += OnDelayChanged;
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}
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public void OnStartTimer()
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{
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SendMessage(new SignalTimerStartMessage());
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}
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private void OnTextChanged(string newText)
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{
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SendMessage(new SignalTimerTextChangedMessage(newText));
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}
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private void OnDelayChanged(string newDelay)
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{
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if (_window == null)
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return;
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SendMessage(new SignalTimerDelayChangedMessage(_window.GetDelay()));
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}
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public TimeSpan GetCurrentTime()
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{
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return _gameTiming.CurTime;
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}
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/// <summary>
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/// Update the UI state based on server-sent info
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/// </summary>
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/// <param name="state"></param>
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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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if (_window == null || state is not SignalTimerBoundUserInterfaceState cast)
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return;
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_window.SetCurrentText(cast.CurrentText);
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_window.SetCurrentDelayMinutes(cast.CurrentDelayMinutes);
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_window.SetCurrentDelaySeconds(cast.CurrentDelaySeconds);
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_window.SetShowText(cast.ShowText);
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_window.SetTriggerTime(cast.TriggerTime);
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_window.SetTimerStarted(cast.TimerStarted);
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_window.SetHasAccess(cast.HasAccess);
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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) return;
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_window?.Dispose();
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}
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}
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