Refactor SpeciesUI into overlay and status effects (#381)

* Refactor SpeciesUI into overlay and status effects

All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think.

* Change overlay / status effects to use states

* Change TryRemoveStatus to RemoveStatus

Doesn't return a bool so not trying.
Addressing PJB's feedback.
This commit is contained in:
metalgearsloth
2019-10-31 02:37:22 +11:00
committed by Pieter-Jan Briers
parent 6497cdf8ff
commit 12cf5559c2
16 changed files with 431 additions and 241 deletions

View File

@@ -0,0 +1,40 @@
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.Mobs
{
[RegisterComponent]
[ComponentReference(typeof(SharedStatusEffectsComponent))]
public sealed class ServerStatusEffectsComponent : SharedStatusEffectsComponent
{
private readonly Dictionary<StatusEffect, string> _statusEffects = new Dictionary<StatusEffect, string>();
public override ComponentState GetComponentState()
{
return new StatusEffectComponentState(_statusEffects);
}
public void ChangeStatus(StatusEffect effect, string icon)
{
if (_statusEffects.TryGetValue(effect, out string value) && value == icon)
{
return;
}
_statusEffects[effect] = icon;
Dirty();
}
public void RemoveStatus(StatusEffect effect)
{
if (!_statusEffects.Remove(effect))
{
return;
}
Dirty();
}
}
}