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 +1,34 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs
{
/// <summary>
/// Full screen overlays; Blindness, death, flash, alcohol etc.
/// </summary>
public abstract class SharedOverlayEffectsComponent : Component
{
public override string Name => "OverlayEffectsUI";
public sealed override uint? NetID => ContentNetIDs.OVERLAYEFFECTS;
public sealed override Type StateType => typeof(OverlayEffectComponentState);
}
public enum ScreenEffects
{
None,
CircleMask,
GradientCircleMask,
}
[Serializable, NetSerializable]
public class OverlayEffectComponentState : ComponentState
{
public ScreenEffects ScreenEffect;
public OverlayEffectComponentState(ScreenEffects screenEffect) : base(ContentNetIDs.OVERLAYEFFECTS)
{
ScreenEffect = screenEffect;
}
}
}