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:
committed by
Pieter-Jan Briers
parent
6497cdf8ff
commit
12cf5559c2
@@ -0,0 +1,40 @@
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStatusEffectsComponent))]
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public sealed class ServerStatusEffectsComponent : SharedStatusEffectsComponent
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{
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private readonly Dictionary<StatusEffect, string> _statusEffects = new Dictionary<StatusEffect, string>();
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public override ComponentState GetComponentState()
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{
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return new StatusEffectComponentState(_statusEffects);
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}
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public void ChangeStatus(StatusEffect effect, string icon)
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{
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if (_statusEffects.TryGetValue(effect, out string value) && value == icon)
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{
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return;
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}
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_statusEffects[effect] = icon;
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Dirty();
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}
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public void RemoveStatus(StatusEffect effect)
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{
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if (!_statusEffects.Remove(effect))
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{
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return;
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}
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Dirty();
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}
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}
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}
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