using Content.Client.Disposal.Components;
using Content.Client.Disposal.Systems;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using static Content.Shared.Disposal.Components.SharedDisposalUnitComponent;
namespace Content.Client.Disposal.UI
{
/// <summary>
/// Initializes a <see cref="DisposalUnitWindow"/> and updates it when new server messages are received.
/// </summary>
[UsedImplicitly]
public sealed class DisposalUnitBoundUserInterface : BoundUserInterface
public DisposalUnitWindow? Window;
public DisposalUnitBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey)
}
private void ButtonPressed(UiButton button)
SendMessage(new UiButtonPressedMessage(button));
// If we get client-side power stuff then we can predict the button presses but for now we won't as it stuffs
// the pressure lerp up.
protected override void Open()
base.Open();
Window = new DisposalUnitWindow();
Window.OpenCentered();
Window.OnClose += Close;
Window.Eject.OnPressed += _ => ButtonPressed(UiButton.Eject);
Window.Engage.OnPressed += _ => ButtonPressed(UiButton.Engage);
Window.Power.OnPressed += _ => ButtonPressed(UiButton.Power);
protected override void UpdateState(BoundUserInterfaceState state)
base.UpdateState(state);
if (state is not DisposalUnitBoundUserInterfaceState cast)
return;
Window?.UpdateState(cast);
// Kinda icky but we just want client to handle its own lerping and not flood bandwidth for it.
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner.Owner, out DisposalUnitComponent? component)) return;
component.UiState = cast;
EntitySystem.Get<DisposalUnitSystem>().UpdateActive(component, true);
protected override void Dispose(bool disposing)
base.Dispose(disposing);
if (disposing)
Window?.Dispose();