* 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
87 lines
2.8 KiB
C#
87 lines
2.8 KiB
C#
using Content.Shared.Atmos.Piping.Binary.Components;
|
|
using JetBrains.Annotations;
|
|
using Robust.Client.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
|
|
namespace Content.Client.Atmos.UI
|
|
{
|
|
/// <summary>
|
|
/// Initializes a <see cref="GasCanisterWindow"/> and updates it when new server messages are received.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public class GasCanisterBoundUserInterface : BoundUserInterface
|
|
{
|
|
|
|
private GasCanisterWindow? _window;
|
|
|
|
public GasCanisterBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
|
|
{
|
|
}
|
|
|
|
protected override void Open()
|
|
{
|
|
base.Open();
|
|
|
|
_window = new GasCanisterWindow();
|
|
|
|
if(State != null)
|
|
UpdateState(State);
|
|
|
|
_window.OpenCentered();
|
|
|
|
_window.OnClose += Close;
|
|
_window.ReleaseValveCloseButtonPressed += OnReleaseValveClosePressed;
|
|
_window.ReleaseValveOpenButtonPressed += OnReleaseValveOpenPressed;
|
|
_window.ReleasePressureSliderChanged += OnReleasePressurePressed;
|
|
_window.TankEjectButtonPressed += OnTankEjectPressed;
|
|
}
|
|
|
|
private void OnTankEjectPressed()
|
|
{
|
|
SendMessage(new GasCanisterHoldingTankEjectMessage());
|
|
}
|
|
|
|
private void OnReleasePressurePressed(float value)
|
|
{
|
|
SendMessage(new GasCanisterChangeReleasePressureMessage(value));
|
|
}
|
|
|
|
private void OnReleaseValveOpenPressed()
|
|
{
|
|
SendMessage(new GasCanisterChangeReleaseValveMessage(true));
|
|
}
|
|
|
|
private void OnReleaseValveClosePressed()
|
|
{
|
|
SendMessage(new GasCanisterChangeReleaseValveMessage(false));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update the UI state based on server-sent info
|
|
/// </summary>
|
|
/// <param name="state"></param>
|
|
protected override void UpdateState(BoundUserInterfaceState state)
|
|
{
|
|
base.UpdateState(state);
|
|
if (_window == null || state is not GasCanisterBoundUserInterfaceState cast)
|
|
return;
|
|
|
|
_window.SetCanisterLabel(cast.CanisterLabel);
|
|
_window.SetCanisterPressure(cast.CanisterPressure);
|
|
_window.SetPortStatus(cast.PortStatus);
|
|
_window.SetTankLabel(cast.TankLabel);
|
|
_window.SetTankPressure(cast.TankPressure);
|
|
_window.SetReleasePressureRange(cast.ReleasePressureMin, cast.ReleasePressureMax);
|
|
_window.SetReleasePressure(cast.ReleasePressure);
|
|
_window.SetReleaseValve(cast.ReleaseValve);
|
|
}
|
|
|
|
protected override void Dispose(bool disposing)
|
|
{
|
|
base.Dispose(disposing);
|
|
if (!disposing) return;
|
|
_window?.Dispose();
|
|
}
|
|
}
|
|
}
|