Alerts System and UI (#2529)
* #272 add bordered panel for effects bar * #272 avoid mouse overlapping tooltip when near edges, change tooltip colors to match mockups * #272 WIP defining status effect states as YML and sending them as encoded integers * #272 refactor to use new alert system * #272 refactor to use new alert system * #272 fix various bugs with new alert system and update alerts to have color * #272 WIP * #272 rename status effects to alerts * #272 WIP reworking alert internals to avoid code dup and eliminate enum * #272 refactor alerts to use categories and fix various bugs * #272 more alert bugfixes * #272 alert ordering * #272 callback-based approach for alert clicks * #272 add debug commands for alerts * #272 utilize new GridContainer capabilities for sizing of alerts tab * #272 scale alerts height based on window size * #272 fix tooltip flicker * #272 transparent alert panel * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 alert prototype tests * #272 alert manager tests * #272 alert order tests * #272 simple unit test for alerts component * #272 integration test for alerts * #272 rework alerts to use enums instead of id / category * #272 various cleanups for PR * #272 use byte for more compact alert messages * #272 rename StatusEffects folder to Alerts, add missing NetSerializable
This commit is contained in:
93
Content.Client/GameObjects/Components/Mobs/AlertControl.cs
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93
Content.Client/GameObjects/Components/Mobs/AlertControl.cs
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@@ -0,0 +1,93 @@
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#nullable enable
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using System;
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using Content.Client.UserInterface;
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using Content.Client.Utility;
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using Content.Shared.Alert;
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using OpenToolkit.Mathematics;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.UserInterface.Controls;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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public class AlertControl : BaseButton
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{
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public AlertPrototype Alert { get; }
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/// <summary>
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/// Total duration of the cooldown in seconds. Null if no duration / cooldown.
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/// </summary>
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public int? TotalDuration { get; set; }
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private short? _severity;
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private readonly TextureRect _icon;
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private CooldownGraphic _cooldownGraphic;
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private readonly IResourceCache _resourceCache;
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/// <summary>
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/// Creates an alert control reflecting the indicated alert + state
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/// </summary>
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/// <param name="alert">alert to display</param>
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/// <param name="severity">severity of alert, null if alert doesn't have severity levels</param>
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/// <param name="resourceCache">resourceCache to use to load alert icon textures</param>
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public AlertControl(AlertPrototype alert, short? severity, IResourceCache resourceCache)
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{
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_resourceCache = resourceCache;
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Alert = alert;
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_severity = severity;
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var texture = _resourceCache.GetTexture(alert.GetIconPath(_severity));
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_icon = new TextureRect
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{
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TextureScale = (2, 2),
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Texture = texture
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};
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Children.Add(_icon);
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_cooldownGraphic = new CooldownGraphic();
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Children.Add(_cooldownGraphic);
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}
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/// <summary>
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/// Change the alert severity, changing the displayed icon
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/// </summary>
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public void SetSeverity(short? severity)
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{
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if (_severity != severity)
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{
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_severity = severity;
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_icon.Texture = _resourceCache.GetTexture(Alert.GetIconPath(_severity));
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}
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}
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/// <summary>
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/// Updates the displayed cooldown amount, doing nothing if alertCooldown is null
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/// </summary>
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/// <param name="alertCooldown">cooldown start and end</param>
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/// <param name="curTime">current game time</param>
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public void UpdateCooldown((TimeSpan Start, TimeSpan End)? alertCooldown, in TimeSpan curTime)
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{
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if (!alertCooldown.HasValue)
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{
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_cooldownGraphic.Progress = 0;
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_cooldownGraphic.Visible = false;
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TotalDuration = null;
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}
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else
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{
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var start = alertCooldown.Value.Start;
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var end = alertCooldown.Value.End;
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var length = (end - start).TotalSeconds;
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var progress = (curTime - start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (curTime - end).TotalSeconds * -5);
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TotalDuration = (int?) Math.Round(length);
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_cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
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_cooldownGraphic.Visible = ratio > -1f;
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}
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}
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}
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}
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@@ -0,0 +1,345 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.UserInterface;
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using Content.Client.UserInterface.Stylesheets;
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using Content.Client.Utility;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.Graphics;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Serilog;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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/// <inheritdoc/>
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[RegisterComponent]
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[ComponentReference(typeof(SharedAlertsComponent))]
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public sealed class ClientAlertsComponent : SharedAlertsComponent
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{
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private static readonly float TooltipTextMaxWidth = 265;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IResourceCache _resourceCache = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private AlertsUI _ui;
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private PanelContainer _tooltip;
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private RichTextLabel _stateName;
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private RichTextLabel _stateDescription;
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private RichTextLabel _stateCooldown;
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private AlertOrderPrototype _alertOrder;
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private bool _tooltipReady;
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[ViewVariables]
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private Dictionary<AlertKey, AlertControl> _alertControls
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= new Dictionary<AlertKey, AlertControl>();
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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/// TODO: should be revisited after space-wizards/RobustToolbox#1255
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/// </summary>
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[ViewVariables]
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private bool CurrentlyControlled => _playerManager.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity == Owner;
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protected override void Shutdown()
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{
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base.Shutdown();
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PlayerDetached();
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}
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public override void HandleMessage(ComponentMessage message, IComponent component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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PlayerAttached();
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break;
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case PlayerDetachedMsg _:
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PlayerDetached();
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break;
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is AlertsComponentState state))
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{
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return;
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}
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// update the dict of states based on the array we got in the message
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SetAlerts(state.Alerts);
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UpdateAlertsControls();
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}
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private void PlayerAttached()
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{
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if (!CurrentlyControlled || _ui != null)
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{
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return;
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}
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_alertOrder = IoCManager.Resolve<IPrototypeManager>().EnumeratePrototypes<AlertOrderPrototype>().FirstOrDefault();
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if (_alertOrder == null)
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{
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Logger.ErrorS("alert", "no alertOrder prototype found, alerts will be in random order");
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}
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_ui = new AlertsUI(IoCManager.Resolve<IClyde>());
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var uiManager = IoCManager.Resolve<IUserInterfaceManager>();
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uiManager.StateRoot.AddChild(_ui);
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_tooltip = new PanelContainer
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{
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Visible = false,
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StyleClasses = { StyleNano.StyleClassTooltipPanel }
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};
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var tooltipVBox = new VBoxContainer
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{
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RectClipContent = true
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};
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_tooltip.AddChild(tooltipVBox);
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_stateName = new RichTextLabel
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{
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MaxWidth = TooltipTextMaxWidth,
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StyleClasses = { StyleNano.StyleClassTooltipAlertTitle }
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};
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tooltipVBox.AddChild(_stateName);
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_stateDescription = new RichTextLabel
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{
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MaxWidth = TooltipTextMaxWidth,
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StyleClasses = { StyleNano.StyleClassTooltipAlertDescription }
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};
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tooltipVBox.AddChild(_stateDescription);
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_stateCooldown = new RichTextLabel
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{
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MaxWidth = TooltipTextMaxWidth,
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StyleClasses = { StyleNano.StyleClassTooltipAlertCooldown }
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};
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tooltipVBox.AddChild(_stateCooldown);
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uiManager.PopupRoot.AddChild(_tooltip);
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UpdateAlertsControls();
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}
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private void PlayerDetached()
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{
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_ui?.Dispose();
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_ui = null;
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_alertControls.Clear();
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}
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/// <summary>
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/// Updates the displayed alerts based on current state of Alerts, performing
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/// a diff to ensure we only change what's changed (this avoids active tooltips disappearing any
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/// time state changes)
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/// </summary>
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private void UpdateAlertsControls()
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{
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if (!CurrentlyControlled || _ui == null)
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{
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return;
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}
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// remove any controls with keys no longer present
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var toRemove = new List<AlertKey>();
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foreach (var existingKey in _alertControls.Keys)
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{
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if (!IsShowingAlert(existingKey))
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{
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toRemove.Add(existingKey);
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}
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}
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foreach (var alertKeyToRemove in toRemove)
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{
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// remove and dispose the control
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_alertControls.Remove(alertKeyToRemove, out var control);
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control?.Dispose();
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}
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// now we know that alertControls contains alerts that should still exist but
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// may need to updated,
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// also there may be some new alerts we need to show.
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// further, we need to ensure they are ordered w.r.t their configured order
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foreach (var alertStatus in EnumerateAlertStates())
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{
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if (!AlertManager.TryDecode(alertStatus.AlertEncoded, out var newAlert))
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{
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Logger.ErrorS("alert", "Unable to decode alert {0}", alertStatus.AlertEncoded);
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continue;
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}
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if (_alertControls.TryGetValue(newAlert.AlertKey, out var existingAlertControl) &&
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existingAlertControl.Alert.AlertType == newAlert.AlertType)
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{
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// id is the same, simply update the existing control severity
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existingAlertControl.SetSeverity(alertStatus.Severity);
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}
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else
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{
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existingAlertControl?.Dispose();
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// this is a new alert + alert key or just a different alert with the same
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// key, create the control and add it in the appropriate order
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var newAlertControl = CreateAlertControl(newAlert, alertStatus);
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if (_alertOrder != null)
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{
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var added = false;
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foreach (var alertControl in _ui.Grid.Children)
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{
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if (_alertOrder.Compare(newAlert, ((AlertControl) alertControl).Alert) < 0)
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{
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var idx = alertControl.GetPositionInParent();
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_ui.Grid.Children.Add(newAlertControl);
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newAlertControl.SetPositionInParent(idx);
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added = true;
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break;
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}
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}
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if (!added)
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{
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_ui.Grid.Children.Add(newAlertControl);
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}
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}
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else
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{
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_ui.Grid.Children.Add(newAlertControl);
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}
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_alertControls[newAlert.AlertKey] = newAlertControl;
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}
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}
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}
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private AlertControl CreateAlertControl(AlertPrototype alert, AlertState alertState)
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{
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var alertControl = new AlertControl(alert, alertState.Severity, _resourceCache);
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// show custom tooltip for the status control
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alertControl.OnShowTooltip += AlertOnOnShowTooltip;
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alertControl.OnHideTooltip += AlertOnOnHideTooltip;
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alertControl.OnPressed += AlertControlOnPressed;
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return alertControl;
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}
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private void AlertControlOnPressed(BaseButton.ButtonEventArgs args)
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{
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AlertPressed(args, args.Button as AlertControl);
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}
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private void AlertOnOnHideTooltip(object sender, EventArgs e)
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{
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_tooltipReady = false;
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_tooltip.Visible = false;
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}
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private void AlertOnOnShowTooltip(object sender, EventArgs e)
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{
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var alertControl = (AlertControl) sender;
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_stateName.SetMessage(alertControl.Alert.Name);
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_stateDescription.SetMessage(alertControl.Alert.Description);
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// check for a cooldown
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if (alertControl.TotalDuration != null && alertControl.TotalDuration > 0)
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{
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_stateCooldown.SetMessage(FormattedMessage.FromMarkup("[color=#776a6a]" +
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alertControl.TotalDuration +
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" sec cooldown[/color]"));
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_stateCooldown.Visible = true;
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}
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else
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{
|
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_stateCooldown.Visible = false;
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}
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// TODO: Text display of cooldown
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Tooltips.PositionTooltip(_tooltip);
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// if we set it visible here the size of the previous tooltip will flicker for a frame,
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// so instead we wait until FrameUpdate to make it visible
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_tooltipReady = true;
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}
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|
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private void AlertPressed(BaseButton.ButtonEventArgs args, AlertControl alert)
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{
|
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if (args.Event.Function != EngineKeyFunctions.UIClick)
|
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{
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return;
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}
|
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|
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if (AlertManager.TryEncode(alert.Alert, out var encoded))
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{
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SendNetworkMessage(new ClickAlertMessage(encoded));
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}
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else
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{
|
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Logger.ErrorS("alert", "unable to encode alert {0}", alert.Alert.AlertType);
|
||||
}
|
||||
|
||||
}
|
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|
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public void FrameUpdate(float frameTime)
|
||||
{
|
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if (_tooltipReady)
|
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{
|
||||
_tooltipReady = false;
|
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_tooltip.Visible = true;
|
||||
}
|
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foreach (var (alertKey, alertControl) in _alertControls)
|
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{
|
||||
// reconcile all alert controls with their current cooldowns
|
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if (TryGetAlertState(alertKey, out var alertState))
|
||||
{
|
||||
alertControl.UpdateCooldown(alertState.Cooldown, _gameTiming.CurTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.WarningS("alert", "coding error - no alert state for alert {0} " +
|
||||
"even though we had an AlertControl for it, this" +
|
||||
" should never happen", alertControl.Alert.AlertType);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
protected override void AfterClearAlert()
|
||||
{
|
||||
UpdateAlertsControls();
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
base.OnRemove();
|
||||
|
||||
foreach (var alertControl in _alertControls.Values)
|
||||
{
|
||||
alertControl.OnShowTooltip -= AlertOnOnShowTooltip;
|
||||
alertControl.OnHideTooltip -= AlertOnOnHideTooltip;
|
||||
alertControl.OnPressed -= AlertControlOnPressed;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,200 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Client.UserInterface;
|
||||
using Content.Client.Utility;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Interfaces.ResourceManagement;
|
||||
using Robust.Client.Interfaces.UserInterface;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Mobs
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(SharedStatusEffectsComponent))]
|
||||
public sealed class ClientStatusEffectsComponent : SharedStatusEffectsComponent
|
||||
{
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly IResourceCache _resourceCache = default!;
|
||||
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
private StatusEffectsUI _ui;
|
||||
[ViewVariables]
|
||||
private Dictionary<StatusEffect, StatusEffectStatus> _status = new Dictionary<StatusEffect, StatusEffectStatus>();
|
||||
[ViewVariables]
|
||||
private Dictionary<StatusEffect, CooldownGraphic> _cooldown = new Dictionary<StatusEffect, CooldownGraphic>();
|
||||
|
||||
public override IReadOnlyDictionary<StatusEffect, StatusEffectStatus> Statuses => _status;
|
||||
|
||||
/// <summary>
|
||||
/// Allows calculating if we need to act due to this component being controlled by the current mob
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
private bool CurrentlyControlled => _playerManager.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity == Owner;
|
||||
|
||||
protected override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
PlayerDetached();
|
||||
}
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, IComponent component)
|
||||
{
|
||||
base.HandleMessage(message, component);
|
||||
switch (message)
|
||||
{
|
||||
case PlayerAttachedMsg _:
|
||||
PlayerAttached();
|
||||
break;
|
||||
case PlayerDetachedMsg _:
|
||||
PlayerDetached();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
|
||||
if (!(curState is StatusEffectComponentState state) || _status == state.StatusEffects)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_status = state.StatusEffects;
|
||||
UpdateStatusEffects();
|
||||
}
|
||||
|
||||
private void PlayerAttached()
|
||||
{
|
||||
if (!CurrentlyControlled || _ui != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_ui = new StatusEffectsUI();
|
||||
_userInterfaceManager.StateRoot.AddChild(_ui);
|
||||
UpdateStatusEffects();
|
||||
}
|
||||
|
||||
private void PlayerDetached()
|
||||
{
|
||||
_ui?.Dispose();
|
||||
_ui = null;
|
||||
_cooldown.Clear();
|
||||
}
|
||||
|
||||
public override void ChangeStatusEffectIcon(StatusEffect effect, string icon)
|
||||
{
|
||||
if (_status.TryGetValue(effect, out var value) &&
|
||||
value.Icon == icon)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_status[effect] = new StatusEffectStatus
|
||||
{
|
||||
Icon = icon,
|
||||
Cooldown = value.Cooldown
|
||||
};
|
||||
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public void UpdateStatusEffects()
|
||||
{
|
||||
if (!CurrentlyControlled || _ui == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_cooldown.Clear();
|
||||
_ui.VBox.DisposeAllChildren();
|
||||
|
||||
foreach (var (key, effect) in _status.OrderBy(x => (int) x.Key))
|
||||
{
|
||||
var texture = _resourceCache.GetTexture(effect.Icon);
|
||||
var status = new StatusControl(key, texture)
|
||||
{
|
||||
ToolTip = key.ToString()
|
||||
};
|
||||
|
||||
if (effect.Cooldown.HasValue)
|
||||
{
|
||||
var cooldown = new CooldownGraphic();
|
||||
status.Children.Add(cooldown);
|
||||
_cooldown[key] = cooldown;
|
||||
}
|
||||
|
||||
status.OnPressed += args => StatusPressed(args, status);
|
||||
|
||||
_ui.VBox.AddChild(status);
|
||||
}
|
||||
}
|
||||
|
||||
private void StatusPressed(BaseButton.ButtonEventArgs args, StatusControl status)
|
||||
{
|
||||
if (args.Event.Function != EngineKeyFunctions.UIClick)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
SendNetworkMessage(new ClickStatusMessage(status.Effect));
|
||||
}
|
||||
|
||||
public override void RemoveStatusEffect(StatusEffect effect)
|
||||
{
|
||||
if (!_status.Remove(effect))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateStatusEffects();
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public void FrameUpdate(float frameTime)
|
||||
{
|
||||
foreach (var (effect, cooldownGraphic) in _cooldown)
|
||||
{
|
||||
var status = _status[effect];
|
||||
if (!status.Cooldown.HasValue)
|
||||
{
|
||||
cooldownGraphic.Progress = 0;
|
||||
cooldownGraphic.Visible = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
var start = status.Cooldown.Value.Item1;
|
||||
var end = status.Cooldown.Value.Item2;
|
||||
|
||||
var length = (end - start).TotalSeconds;
|
||||
var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
|
||||
var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
|
||||
|
||||
cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
|
||||
cooldownGraphic.Visible = ratio > -1f;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ChangeStatusEffect(StatusEffect effect, string icon, (TimeSpan, TimeSpan)? cooldown)
|
||||
{
|
||||
_status[effect] = new StatusEffectStatus()
|
||||
{
|
||||
Icon = icon,
|
||||
Cooldown = cooldown
|
||||
};
|
||||
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Mobs
|
||||
{
|
||||
public class StatusControl : BaseButton
|
||||
{
|
||||
public readonly StatusEffect Effect;
|
||||
|
||||
public StatusControl(StatusEffect effect, Texture? texture)
|
||||
{
|
||||
Effect = effect;
|
||||
|
||||
var item = new TextureRect
|
||||
{
|
||||
TextureScale = (2, 2),
|
||||
Texture = texture
|
||||
};
|
||||
|
||||
Children.Add(item);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user