* 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
73 lines
2.2 KiB
C#
73 lines
2.2 KiB
C#
using Content.Client.Items.Components;
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using Content.Client.Message;
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using Content.Client.Stylesheets;
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using Content.Shared.Atmos.Components;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Atmos.Components
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{
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[RegisterComponent]
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internal class GasAnalyzerComponent : SharedGasAnalyzerComponent, IItemStatus
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{
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[ViewVariables(VVAccess.ReadWrite)] private bool _uiUpdateNeeded;
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[ViewVariables] private GasAnalyzerDanger Danger { get; set; }
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Control IItemStatus.MakeControl()
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{
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return new StatusControl(this);
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}
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/// <inheritdoc />
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is not GasAnalyzerComponentState state)
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return;
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Danger = state.Danger;
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_uiUpdateNeeded = true;
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}
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private sealed class StatusControl : Control
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{
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private readonly GasAnalyzerComponent _parent;
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private readonly RichTextLabel _label;
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public StatusControl(GasAnalyzerComponent parent)
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{
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_parent = parent;
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_label = new RichTextLabel { StyleClasses = { StyleNano.StyleClassItemStatus } };
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AddChild(_label);
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parent._uiUpdateNeeded = true;
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}
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/// <inheritdoc />
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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if (!_parent._uiUpdateNeeded)
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{
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return;
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}
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_parent._uiUpdateNeeded = false;
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var color = _parent.Danger switch
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{
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GasAnalyzerDanger.Warning => "orange",
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GasAnalyzerDanger.Hazard => "red",
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_ => "green",
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};
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_label.SetMarkup(Loc.GetString("itemstatus-pressure-warn", ("color", color), ("danger", _parent.Danger)));
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}
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}
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}
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}
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