Files
tbd-station-14/Content.Client/GameObjects/Components/Research/MaterialStorageComponent.cs
Víctor Aguilera Puerto fe0414eda7 Lathes (#207)
* Recipe stuff.

* Lathe GUI and stuff

* god dammit

* Lathe menu works, yay.

* EventArgs henk

* Some work

* SS14 -> Robust

* More SS14 -> Robust

* Lathe materials

* Lathe works, Lathe GUI, Queue GUI, etc

too many changes to name them here

* Remove materials button, add ViewVariables and update lathe on connect

* Add Autolathe RSI

* Adds new recipes, fixes a few bugs.

* Remove unused ScrollContainers

* Use same delegate for spawn.

* Removes client-side LatheComponent in favor of BoundUserInterface

* Remove GetMaterial and TryGetMaterial

* Use auto-properties in a few places.

* Adds LatheDatabase, and a bunch of other changes

* Remove useless log.

* Remove lathetype from prototypes.

* Turns Storage, Lathe and Database into autoproperties

* Remove Hacked property from LatheRecipePrototype

* Remove unneeded dependency injection from components

* Refactors LatheDatabaseComponent to use ComponentState

* Refactors MaterialStorageComponent to use ComponentState

* Oopsie

* Another oopsie

* Last oopsie, I hope

* Fix missing Close call.
2019-04-26 15:51:05 +02:00

25 lines
863 B
C#

using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Research;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
namespace Content.Client.GameObjects.Components.Research
{
public class MaterialStorageComponent : SharedMaterialStorageComponent
{
protected override Dictionary<string, int> Storage { get; set; } = new Dictionary<string, int>();
public event Action OnMaterialStorageChanged;
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is MaterialStorageState state)) return;
Storage = state.Storage;
OnMaterialStorageChanged?.Invoke();
}
}
}