Actions System + UI (#2710)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
@@ -20,10 +20,13 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
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/// A character UI which shows items the user has equipped within his inventory
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedInventoryComponent))]
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public class ClientInventoryComponent : SharedInventoryComponent
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{
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private readonly Dictionary<Slots, IEntity> _slots = new();
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public IReadOnlyDictionary<Slots, IEntity> AllSlots => _slots;
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[ViewVariables] public InventoryInterfaceController InterfaceController { get; private set; } = default!;
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private ISpriteComponent? _sprite;
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@@ -70,6 +73,11 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
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}
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}
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public override bool IsEquipped(IEntity item)
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{
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return item != null && _slots.Values.Any(e => e == item);
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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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@@ -1,4 +1,5 @@
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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.Utility;
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using JetBrains.Annotations;
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@@ -84,6 +85,16 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
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public override SS14Window Window => _window;
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private HumanInventoryWindow _window;
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public override IEnumerable<ItemSlotButton> GetItemSlotButtons(Slots slot)
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{
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if (!_inventoryButtons.TryGetValue(slot, out var buttons))
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{
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return Enumerable.Empty<ItemSlotButton>();
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}
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return buttons;
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}
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public override void AddToSlot(Slots slot, IEntity entity)
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{
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base.AddToSlot(slot, entity);
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.Input;
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@@ -53,6 +54,10 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
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{
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}
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/// <returns>the button controls associated with the
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/// specified slot, if any. Empty if none.</returns>
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public abstract IEnumerable<ItemSlotButton> GetItemSlotButtons(EquipmentSlotDefines.Slots slot);
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public virtual void AddToSlot(EquipmentSlotDefines.Slots slot, IEntity entity)
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{
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}
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@@ -15,6 +15,7 @@ namespace Content.Client.GameObjects.Components.Items
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{
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[RegisterComponent]
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[ComponentReference(typeof(ISharedHandsComponent))]
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[ComponentReference(typeof(SharedHandsComponent))]
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public class HandsComponent : SharedHandsComponent
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{
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[Dependency] private readonly IGameHud _gameHud = default!;
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@@ -31,6 +32,18 @@ namespace Content.Client.GameObjects.Components.Items
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[ViewVariables] public IEntity? ActiveHand => GetEntity(ActiveIndex);
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public override bool IsHolding(IEntity entity)
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{
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foreach (var hand in _hands)
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{
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if (hand.Entity == entity)
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{
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return true;
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}
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}
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return false;
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}
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private void AddHand(Hand hand)
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{
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_sprite?.LayerMapReserveBlank($"hand-{hand.Name}");
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@@ -0,0 +1,90 @@
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using System;
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using Content.Shared.Actions;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.Actions
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{
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public struct ActionAssignment : IEquatable<ActionAssignment>
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{
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private readonly ActionType _actionType;
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private readonly ItemActionType _itemActionType;
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private readonly EntityUid _item;
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public Assignment Assignment { get; private init; }
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private ActionAssignment(Assignment assignment, ActionType actionType, ItemActionType itemActionType, EntityUid item)
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{
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Assignment = assignment;
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_actionType = actionType;
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_itemActionType = itemActionType;
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_item = item;
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}
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/// <param name="actionType">the action type, if our Assignment is Assignment.Action</param>
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/// <returns>true only if our Assignment is Assignment.Action</returns>
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public bool TryGetAction(out ActionType actionType)
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{
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actionType = _actionType;
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return Assignment == Assignment.Action;
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}
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/// <param name="itemActionType">the item action type, if our Assignment is Assignment.ItemActionWithoutItem</param>
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/// <returns>true only if our Assignment is Assignment.ItemActionWithoutItem</returns>
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public bool TryGetItemActionWithoutItem(out ItemActionType itemActionType)
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{
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itemActionType = _itemActionType;
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return Assignment == Assignment.ItemActionWithoutItem;
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}
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/// <param name="itemActionType">the item action type, if our Assignment is Assignment.ItemActionWithItem</param>
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/// <param name="item">the item UID providing the action, if our Assignment is Assignment.ItemActionWithItem</param>
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/// <returns>true only if our Assignment is Assignment.ItemActionWithItem</returns>
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public bool TryGetItemActionWithItem(out ItemActionType itemActionType, out EntityUid item)
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{
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itemActionType = _itemActionType;
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item = _item;
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return Assignment == Assignment.ItemActionWithItem;
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}
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public static ActionAssignment For(ActionType actionType)
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{
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return new(Assignment.Action, actionType, default, default);
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}
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public static ActionAssignment For(ItemActionType actionType)
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{
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return new(Assignment.ItemActionWithoutItem, default, actionType, default);
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}
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public static ActionAssignment For(ItemActionType actionType, EntityUid item)
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{
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return new(Assignment.ItemActionWithItem, default, actionType, item);
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}
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public bool Equals(ActionAssignment other)
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{
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return _actionType == other._actionType && _itemActionType == other._itemActionType && Equals(_item, other._item);
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}
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public override bool Equals(object obj)
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{
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return obj is ActionAssignment other && Equals(other);
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(_actionType, _itemActionType, _item);
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}
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public override string ToString()
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{
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return $"{nameof(_actionType)}: {_actionType}, {nameof(_itemActionType)}: {_itemActionType}, {nameof(_item)}: {_item}, {nameof(Assignment)}: {Assignment}";
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}
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}
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public enum Assignment : byte
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{
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Action,
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ItemActionWithoutItem,
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ItemActionWithItem
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}
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}
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@@ -0,0 +1,304 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Actions;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.Actions
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{
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/// <summary>
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/// Tracks and manages the hotbar assignments for actions.
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/// </summary>
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public class ActionAssignments
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{
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// the slots and assignments fields hold client's assignments (what action goes in what slot),
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// which are completely client side and independent of what actions they've actually been granted and
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// what item the action is actually for.
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/// <summary>
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/// x = hotbar number, y = slot of that hotbar (index 0 corresponds to the one labeled "1",
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/// index 9 corresponds to the one labeled "0"). Essentially the inverse of _assignments.
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/// </summary>
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private readonly ActionAssignment?[,] _slots;
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/// <summary>
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/// Hotbar and slot assignment for each action type (slot index 0 corresponds to the one labeled "1",
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/// slot index 9 corresponds to the one labeled "0"). The key corresponds to an index in the _slots array.
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/// The value is a list because actions can be assigned to multiple slots. Even if an action type has not been granted,
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/// it can still be assigned to a slot. Essentially the inverse of _slots.
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/// There will be no entry if there is no assignment (no empty lists in this dict)
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/// </summary>
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private readonly Dictionary<ActionAssignment, List<(byte Hotbar, byte Slot)>> _assignments;
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/// <summary>
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/// Actions which have been manually cleared by the user, thus should not
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/// auto-populate.
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/// </summary>
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private readonly HashSet<ActionType> _preventAutoPopulate = new();
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private readonly Dictionary<EntityUid, HashSet<ItemActionType>> _preventAutoPopulateItem = new();
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private readonly byte _numHotbars;
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private readonly byte _numSlots;
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public ActionAssignments(byte numHotbars, byte numSlots)
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{
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_numHotbars = numHotbars;
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_numSlots = numSlots;
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_assignments = new Dictionary<ActionAssignment, List<(byte Hotbar, byte Slot)>>();
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_slots = new ActionAssignment?[numHotbars,numSlots];
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}
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/// <summary>
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/// Updates the assignments based on the current states of all the actions.
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/// Newly-granted actions or item actions which don't have an assignment will be assigned a slot
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/// automatically (unless they've been manually cleared). Item-based actions
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/// which no longer have an associated state will be decoupled from their item.
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/// </summary>
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public void Reconcile(byte currentHotbar, IReadOnlyDictionary<ActionType, ActionState> actionStates,
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IReadOnlyDictionary<EntityUid,Dictionary<ItemActionType, ActionState>> itemActionStates)
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{
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// if we've been granted any actions which have no assignment to any hotbar, we must auto-populate them
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// into the hotbar so the user knows about them.
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// We fill their current hotbar first, rolling over to the next open slot on the next hotbar.
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foreach (var actionState in actionStates)
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{
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var assignment = ActionAssignment.For(actionState.Key);
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if (actionState.Value.Enabled && !_assignments.ContainsKey(assignment))
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{
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AutoPopulate(assignment, currentHotbar, false);
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}
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}
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foreach (var (item, itemStates) in itemActionStates)
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{
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foreach (var itemActionState in itemStates)
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{
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// unlike regular actions, we DO actually show user their new item action even when it's disabled.
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// this allows them to instantly see when an action may be possible that is provided by an item but
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// something is preventing it
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// Note that we are checking if there is an explicit assignment for this item action + item,
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// we will determine during auto-population if we should tie the item to an existing "item action only"
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// assignment
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var assignment = ActionAssignment.For(itemActionState.Key, item);
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if (!_assignments.ContainsKey(assignment))
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{
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AutoPopulate(assignment, currentHotbar, false);
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}
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}
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}
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// We need to figure out which current item action assignments we had
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// which once had an associated item but have been revoked (based on our newly provided action states)
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// so we can dissociate them from the item. If the provided action states do not
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// have a state for this action type + item, we can assume that the action has been revoked for that item.
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var assignmentsWithoutItem = new List<KeyValuePair<ActionAssignment,List<(byte Hotbar, byte Slot)>>>();
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foreach (var assignmentEntry in _assignments)
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{
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if (!assignmentEntry.Key.TryGetItemActionWithItem(out var actionType, out var item)) continue;
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// we have this assignment currently tied to an item,
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// check if it no longer has an associated item in our dict of states
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if (itemActionStates.TryGetValue(item, out var states))
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{
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if (states.ContainsKey(actionType))
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{
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// we have a state for this item + action type so we won't
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// remove the item from the assignment
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continue;
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}
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}
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assignmentsWithoutItem.Add(assignmentEntry);
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}
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// reassign without the item for each assignment we found that no longer has an associated item
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foreach (var (assignment, slots) in assignmentsWithoutItem)
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{
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foreach (var (hotbar, slot) in slots)
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{
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if (!assignment.TryGetItemActionWithItem(out var actionType, out _)) continue;
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AssignSlot(hotbar, slot,
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ActionAssignment.For(actionType));
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}
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}
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// Additionally, we must find items which have no action states at all in our newly provided states so
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// we can assume their item was unequipped and reset them to allow auto-population.
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var itemsWithoutState = _preventAutoPopulateItem.Keys.Where(item => !itemActionStates.ContainsKey(item));
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foreach (var toRemove in itemsWithoutState)
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{
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_preventAutoPopulateItem.Remove(toRemove);
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}
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}
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/// <summary>
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/// Assigns the indicated hotbar slot to the specified action type.
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/// </summary>
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/// <param name="hotbar">hotbar whose slot is being assigned</param>
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/// <param name="slot">slot of the hotbar to assign to (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
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/// <param name="actionType">action to assign to the slot</param>
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public void AssignSlot(byte hotbar, byte slot, ActionAssignment actionType)
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{
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ClearSlot(hotbar, slot, false);
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_slots[hotbar, slot] = actionType;
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if (_assignments.TryGetValue(actionType, out var slotList))
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{
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slotList.Add((hotbar, slot));
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}
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else
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{
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var newList = new List<(byte Hotbar, byte Slot)> {(hotbar, slot)};
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_assignments[actionType] = newList;
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}
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}
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/// <summary>
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/// Clear the assignment from the indicated slot.
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/// </summary>
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/// <param name="hotbar">hotbar whose slot is being cleared</param>
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/// <param name="slot">slot of the hotbar to clear (0 = the slot labeled 1, 9 = the slot labeled 0)</param>
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/// <param name="preventAutoPopulate">if true, the action assigned to this slot
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/// will be prevented from being auto-populated in the future when it is newly granted.
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/// Item actions will automatically be allowed to auto populate again
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/// when their associated item are unequipped. This ensures that items that are newly
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/// picked up will always present their actions to the user even if they had earlier been cleared.
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/// </param>
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public void ClearSlot(byte hotbar, byte slot, bool preventAutoPopulate)
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{
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// remove this particular assignment from our data structures
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// (keeping in mind something can be assigned multiple slots)
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var currentAction = _slots[hotbar, slot];
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if (!currentAction.HasValue) return;
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if (preventAutoPopulate)
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{
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var assignment = currentAction.Value;
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if (assignment.TryGetAction(out var actionType))
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{
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_preventAutoPopulate.Add(actionType);
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}
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else if (assignment.TryGetItemActionWithItem(out var itemActionType, out var item))
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{
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if (!_preventAutoPopulateItem.TryGetValue(item, out var actionTypes))
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{
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actionTypes = new HashSet<ItemActionType>();
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_preventAutoPopulateItem[item] = actionTypes;
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}
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actionTypes.Add(itemActionType);
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}
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}
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var assignmentList = _assignments[currentAction.Value];
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assignmentList = assignmentList.Where(a => a.Hotbar != hotbar || a.Slot != slot).ToList();
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if (assignmentList.Count == 0)
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{
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_assignments.Remove(currentAction.Value);
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}
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else
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{
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_assignments[currentAction.Value] = assignmentList;
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}
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_slots[hotbar, slot] = null;
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}
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/// <summary>
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/// Finds the next open slot the action can go in and assigns it there,
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/// starting from the currently selected hotbar.
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/// Does not update any UI elements, only updates the assignment data structures.
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/// </summary>
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/// <param name="force">if true, will force the assignment to occur
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/// regardless of whether this assignment has been prevented from auto population
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/// via ClearSlot's preventAutoPopulate parameter. If false, will have no effect
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/// if this assignment has been prevented from auto population.</param>
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public void AutoPopulate(ActionAssignment toAssign, byte currentHotbar, bool force = true)
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{
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if (ShouldPreventAutoPopulate(toAssign, force)) return;
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// if the assignment to make is an item action with an associated item,
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// then first look for currently assigned item actions without an item, to replace with this
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// assignment
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if (toAssign.TryGetItemActionWithItem(out var actionType, out var _))
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{
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if (_assignments.TryGetValue(ActionAssignment.For(actionType),
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out var possibilities))
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{
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// use the closest assignment to current hotbar
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byte hotbar = 0;
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byte slot = 0;
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var minCost = int.MaxValue;
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foreach (var possibility in possibilities)
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{
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var cost = possibility.Slot + _numSlots * (currentHotbar >= possibility.Hotbar
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? currentHotbar - possibility.Hotbar
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: (_numHotbars - currentHotbar) + possibility.Hotbar);
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if (cost < minCost)
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{
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hotbar = possibility.Hotbar;
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slot = possibility.Slot;
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minCost = cost;
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}
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}
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if (minCost != int.MaxValue)
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{
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AssignSlot(hotbar, slot, toAssign);
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return;
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}
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}
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}
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for (byte hotbarOffset = 0; hotbarOffset < _numHotbars; hotbarOffset++)
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{
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for (byte slot = 0; slot < _numSlots; slot++)
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{
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var hotbar = (byte) ((currentHotbar + hotbarOffset) % _numHotbars);
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var slotAssignment = _slots[hotbar, slot];
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if (slotAssignment.HasValue)
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{
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// if the assignment in this slot is an item action without an associated item,
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// then tie it to the current item if we are trying to auto populate an item action.
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if (toAssign.Assignment == Assignment.ItemActionWithItem &&
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slotAssignment.Value.Assignment == Assignment.ItemActionWithoutItem)
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{
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AssignSlot(hotbar, slot, toAssign);
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return;
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}
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continue;
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}
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// slot's empty, assign
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AssignSlot(hotbar, slot, toAssign);
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return;
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}
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}
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// there was no empty slot
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}
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private bool ShouldPreventAutoPopulate(ActionAssignment assignment, bool force)
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{
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if (force) return false;
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if (assignment.TryGetAction(out var actionType))
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{
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return _preventAutoPopulate.Contains(actionType);
|
||||
}
|
||||
|
||||
if (assignment.TryGetItemActionWithItem(out var itemActionType, out var item))
|
||||
{
|
||||
return _preventAutoPopulateItem.TryGetValue(item,
|
||||
out var itemActionTypes) && itemActionTypes.Contains(itemActionType);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the assignment to the indicated slot if there is one.
|
||||
/// </summary>
|
||||
public ActionAssignment? this[in byte hotbar, in byte slot] => _slots[hotbar, slot];
|
||||
|
||||
/// <returns>true if we have the assignment assigned to some slot</returns>
|
||||
public bool HasAssignment(ActionAssignment assignment)
|
||||
{
|
||||
return _assignments.ContainsKey(assignment);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,93 +0,0 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Client.UserInterface;
|
||||
using Content.Client.Utility;
|
||||
using Content.Shared.Alert;
|
||||
using Robust.Client.Interfaces.ResourceManagement;
|
||||
using Robust.Client.UserInterface.Controls;
|
||||
using Robust.Shared.Maths;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Mobs
|
||||
{
|
||||
public class AlertControl : BaseButton
|
||||
{
|
||||
public AlertPrototype Alert { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Total duration of the cooldown in seconds. Null if no duration / cooldown.
|
||||
/// </summary>
|
||||
public int? TotalDuration { get; set; }
|
||||
|
||||
private short? _severity;
|
||||
private readonly TextureRect _icon;
|
||||
private readonly CooldownGraphic _cooldownGraphic;
|
||||
|
||||
private readonly IResourceCache _resourceCache;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Creates an alert control reflecting the indicated alert + state
|
||||
/// </summary>
|
||||
/// <param name="alert">alert to display</param>
|
||||
/// <param name="severity">severity of alert, null if alert doesn't have severity levels</param>
|
||||
/// <param name="resourceCache">resourceCache to use to load alert icon textures</param>
|
||||
public AlertControl(AlertPrototype alert, short? severity, IResourceCache resourceCache)
|
||||
{
|
||||
_resourceCache = resourceCache;
|
||||
Alert = alert;
|
||||
_severity = severity;
|
||||
var texture = _resourceCache.GetTexture(alert.GetIconPath(_severity));
|
||||
_icon = new TextureRect
|
||||
{
|
||||
TextureScale = (2, 2),
|
||||
Texture = texture
|
||||
};
|
||||
|
||||
Children.Add(_icon);
|
||||
_cooldownGraphic = new CooldownGraphic();
|
||||
Children.Add(_cooldownGraphic);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Change the alert severity, changing the displayed icon
|
||||
/// </summary>
|
||||
public void SetSeverity(short? severity)
|
||||
{
|
||||
if (_severity != severity)
|
||||
{
|
||||
_severity = severity;
|
||||
_icon.Texture = _resourceCache.GetTexture(Alert.GetIconPath(_severity));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the displayed cooldown amount, doing nothing if alertCooldown is null
|
||||
/// </summary>
|
||||
/// <param name="alertCooldown">cooldown start and end</param>
|
||||
/// <param name="curTime">current game time</param>
|
||||
public void UpdateCooldown((TimeSpan Start, TimeSpan End)? alertCooldown, in TimeSpan curTime)
|
||||
{
|
||||
if (!alertCooldown.HasValue)
|
||||
{
|
||||
_cooldownGraphic.Progress = 0;
|
||||
_cooldownGraphic.Visible = false;
|
||||
TotalDuration = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
var start = alertCooldown.Value.Start;
|
||||
var end = alertCooldown.Value.End;
|
||||
|
||||
var length = (end - start).TotalSeconds;
|
||||
var progress = (curTime - start).TotalSeconds / length;
|
||||
var ratio = (progress <= 1 ? (1 - progress) : (curTime - end).TotalSeconds * -5);
|
||||
|
||||
TotalDuration = (int?) Math.Round(length);
|
||||
_cooldownGraphic.Progress = MathHelper.Clamp((float)ratio, -1, 1);
|
||||
_cooldownGraphic.Visible = ratio > -1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,273 @@
|
||||
#nullable enable
|
||||
using System.Collections.Generic;
|
||||
using Content.Client.GameObjects.Components.HUD.Inventory;
|
||||
using Content.Client.GameObjects.Components.Items;
|
||||
using Content.Client.GameObjects.Components.Mobs.Actions;
|
||||
using Content.Client.UserInterface;
|
||||
using Content.Client.UserInterface.Controls;
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.GameObjects.EntitySystems;
|
||||
using Robust.Client.Interfaces.UserInterface;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.ComponentDependencies;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Mobs
|
||||
{
|
||||
/// <inheritdoc/>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(SharedActionsComponent))]
|
||||
public sealed class ClientActionsComponent : SharedActionsComponent
|
||||
{
|
||||
public const byte Hotbars = 10;
|
||||
public const byte Slots = 10;
|
||||
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
|
||||
[ComponentDependency] private readonly HandsComponent? _handsComponent = null;
|
||||
[ComponentDependency] private readonly ClientInventoryComponent? _inventoryComponent = null;
|
||||
|
||||
private ActionsUI? _ui;
|
||||
private readonly List<ItemSlotButton> _highlightingItemSlots = new();
|
||||
|
||||
/// <summary>
|
||||
/// Current assignments for all hotbars / slots for this entity.
|
||||
/// </summary>
|
||||
public ActionAssignments Assignments { get; } = new(Hotbars, Slots);
|
||||
|
||||
/// <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 not ActionComponentState)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void PlayerAttached()
|
||||
{
|
||||
if (!CurrentlyControlled || _ui != null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_ui = new ActionsUI(this);
|
||||
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(_ui);
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void PlayerDetached()
|
||||
{
|
||||
if (_ui == null) return;
|
||||
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.RemoveChild(_ui);
|
||||
_ui = null;
|
||||
}
|
||||
|
||||
public void HandleHotbarKeybind(byte slot, in PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
_ui?.HandleHotbarKeybind(slot, args);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the displayed hotbar (and menu) based on current state of actions.
|
||||
/// </summary>
|
||||
private void UpdateUI()
|
||||
{
|
||||
if (!CurrentlyControlled || _ui == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Assignments.Reconcile(_ui.SelectedHotbar, ActionStates(), ItemActionStates());
|
||||
|
||||
_ui.UpdateUI();
|
||||
}
|
||||
|
||||
public void AttemptAction(ActionSlot slot)
|
||||
{
|
||||
|
||||
var attempt = slot.ActionAttempt();
|
||||
if (attempt == null) return;
|
||||
|
||||
switch (attempt.Action.BehaviorType)
|
||||
{
|
||||
case BehaviorType.Instant:
|
||||
// for instant actions, we immediately tell the server we're doing it
|
||||
SendNetworkMessage(attempt.PerformInstantActionMessage());
|
||||
break;
|
||||
case BehaviorType.Toggle:
|
||||
// for toggle actions, we immediately tell the server we're toggling it.
|
||||
if (attempt.TryGetActionState(this, out var actionState))
|
||||
{
|
||||
// TODO: At the moment we always predict that the toggle will work clientside,
|
||||
// even if it sometimes may not (it will be reset by the server if wrong).
|
||||
attempt.ToggleAction(this, !actionState.ToggledOn);
|
||||
slot.ToggledOn = !actionState.ToggledOn;
|
||||
SendNetworkMessage(attempt.PerformToggleActionMessage(!actionState.ToggledOn));
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.ErrorS("action", "attempted to toggle action {0} which has" +
|
||||
" unknown state", attempt);
|
||||
}
|
||||
|
||||
break;
|
||||
case BehaviorType.TargetPoint:
|
||||
case BehaviorType.TargetEntity:
|
||||
// for target actions, we go into "select target" mode, we don't
|
||||
// message the server until we actually pick our target.
|
||||
|
||||
// if we're clicking the same thing we're already targeting for, then we simply cancel
|
||||
// targeting
|
||||
_ui?.ToggleTargeting(slot);
|
||||
break;
|
||||
case BehaviorType.None:
|
||||
break;
|
||||
default:
|
||||
Logger.ErrorS("action", "unhandled action press for action {0}",
|
||||
attempt);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles clicks when selecting the target for an action. Only has an effect when currently
|
||||
/// selecting a target.
|
||||
/// </summary>
|
||||
public bool TargetingOnUse(in PointerInputCmdHandler.PointerInputCmdArgs args)
|
||||
{
|
||||
// not currently predicted
|
||||
if (EntitySystem.Get<InputSystem>().Predicted) return false;
|
||||
|
||||
// only do something for actual target-based actions
|
||||
if (_ui?.SelectingTargetFor?.Action == null ||
|
||||
(_ui.SelectingTargetFor.Action.BehaviorType != BehaviorType.TargetEntity &&
|
||||
_ui.SelectingTargetFor.Action.BehaviorType != BehaviorType.TargetPoint)) return false;
|
||||
|
||||
var attempt = _ui.SelectingTargetFor.ActionAttempt();
|
||||
if (attempt == null)
|
||||
{
|
||||
_ui.StopTargeting();
|
||||
return false;
|
||||
}
|
||||
|
||||
switch (_ui.SelectingTargetFor.Action.BehaviorType)
|
||||
{
|
||||
case BehaviorType.TargetPoint:
|
||||
{
|
||||
// send our action to the server, we chose our target
|
||||
SendNetworkMessage(attempt.PerformTargetPointActionMessage(args));
|
||||
if (!attempt.Action.Repeat)
|
||||
{
|
||||
_ui.StopTargeting();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
// target the currently hovered entity, if there is one
|
||||
case BehaviorType.TargetEntity when args.EntityUid != EntityUid.Invalid:
|
||||
{
|
||||
// send our action to the server, we chose our target
|
||||
SendNetworkMessage(attempt.PerformTargetEntityActionMessage(args));
|
||||
if (!attempt.Action.Repeat)
|
||||
{
|
||||
_ui.StopTargeting();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
default:
|
||||
_ui.StopTargeting();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void AfterActionChanged()
|
||||
{
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Highlights the item slot (inventory or hand) that contains this item
|
||||
/// </summary>
|
||||
/// <param name="item"></param>
|
||||
public void HighlightItemSlot(IEntity item)
|
||||
{
|
||||
StopHighlightingItemSlots();
|
||||
|
||||
// figure out if it's in hand or inventory and highlight it
|
||||
foreach (var hand in _handsComponent!.Hands)
|
||||
{
|
||||
if (hand.Entity != item || hand.Button == null) continue;
|
||||
_highlightingItemSlots.Add(hand.Button);
|
||||
hand.Button.Highlight(true);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var (slot, slotItem) in _inventoryComponent!.AllSlots)
|
||||
{
|
||||
if (slotItem != item) continue;
|
||||
foreach (var itemSlotButton in
|
||||
_inventoryComponent.InterfaceController.GetItemSlotButtons(slot))
|
||||
{
|
||||
_highlightingItemSlots.Add(itemSlotButton);
|
||||
itemSlotButton.Highlight(true);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops highlighting any item slots we are currently highlighting.
|
||||
/// </summary>
|
||||
public void StopHighlightingItemSlots()
|
||||
{
|
||||
foreach (var itemSlot in _highlightingItemSlots)
|
||||
{
|
||||
itemSlot.Highlight(false);
|
||||
}
|
||||
_highlightingItemSlots.Clear();
|
||||
}
|
||||
|
||||
public void ToggleActionsMenu()
|
||||
{
|
||||
_ui?.ToggleActionsMenu();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,25 +1,20 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Client.UserInterface;
|
||||
using Content.Client.UserInterface.Stylesheets;
|
||||
using Content.Client.UserInterface.Controls;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Interfaces.Graphics;
|
||||
using Robust.Client.Interfaces.ResourceManagement;
|
||||
using Robust.Client.Interfaces.UserInterface;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Client.UserInterface;
|
||||
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.Log;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Client.GameObjects.Components.Mobs
|
||||
@@ -29,19 +24,11 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
[ComponentReference(typeof(SharedAlertsComponent))]
|
||||
public sealed class ClientAlertsComponent : SharedAlertsComponent
|
||||
{
|
||||
private static readonly float TooltipTextMaxWidth = 265;
|
||||
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly IResourceCache _resourceCache = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
private AlertsUI _ui;
|
||||
private PanelContainer _tooltip;
|
||||
private RichTextLabel _stateName;
|
||||
private RichTextLabel _stateDescription;
|
||||
private RichTextLabel _stateCooldown;
|
||||
private AlertOrderPrototype _alertOrder;
|
||||
private bool _tooltipReady;
|
||||
|
||||
[ViewVariables]
|
||||
private readonly Dictionary<AlertKey, AlertControl> _alertControls
|
||||
@@ -49,7 +36,6 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
|
||||
/// <summary>
|
||||
/// Allows calculating if we need to act due to this component being controlled by the current mob
|
||||
/// TODO: should be revisited after space-wizards/RobustToolbox#1255
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
private bool CurrentlyControlled => _playerManager.LocalPlayer != null && _playerManager.LocalPlayer.ControlledEntity == Owner;
|
||||
@@ -78,14 +64,11 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
|
||||
if (curState is not AlertsComponentState state)
|
||||
if (curState is not AlertsComponentState)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// update the dict of states based on the array we got in the message
|
||||
SetAlerts(state.Alerts);
|
||||
|
||||
UpdateAlertsControls();
|
||||
}
|
||||
|
||||
@@ -102,48 +85,24 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
Logger.ErrorS("alert", "no alertOrder prototype found, alerts will be in random order");
|
||||
}
|
||||
|
||||
_ui = new AlertsUI(IoCManager.Resolve<IClyde>());
|
||||
var uiManager = IoCManager.Resolve<IUserInterfaceManager>();
|
||||
uiManager.StateRoot.AddChild(_ui);
|
||||
|
||||
_tooltip = new PanelContainer
|
||||
{
|
||||
Visible = false,
|
||||
StyleClasses = { StyleNano.StyleClassTooltipPanel }
|
||||
};
|
||||
var tooltipVBox = new VBoxContainer
|
||||
{
|
||||
RectClipContent = true
|
||||
};
|
||||
_tooltip.AddChild(tooltipVBox);
|
||||
_stateName = new RichTextLabel
|
||||
{
|
||||
MaxWidth = TooltipTextMaxWidth,
|
||||
StyleClasses = { StyleNano.StyleClassTooltipAlertTitle }
|
||||
};
|
||||
tooltipVBox.AddChild(_stateName);
|
||||
_stateDescription = new RichTextLabel
|
||||
{
|
||||
MaxWidth = TooltipTextMaxWidth,
|
||||
StyleClasses = { StyleNano.StyleClassTooltipAlertDescription }
|
||||
};
|
||||
tooltipVBox.AddChild(_stateDescription);
|
||||
_stateCooldown = new RichTextLabel
|
||||
{
|
||||
MaxWidth = TooltipTextMaxWidth,
|
||||
StyleClasses = { StyleNano.StyleClassTooltipAlertCooldown }
|
||||
};
|
||||
tooltipVBox.AddChild(_stateCooldown);
|
||||
|
||||
uiManager.PopupRoot.AddChild(_tooltip);
|
||||
_ui = new AlertsUI();
|
||||
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.AddChild(_ui);
|
||||
|
||||
UpdateAlertsControls();
|
||||
}
|
||||
|
||||
private void PlayerDetached()
|
||||
{
|
||||
_ui?.Dispose();
|
||||
_ui = null;
|
||||
foreach (var alertControl in _alertControls.Values)
|
||||
{
|
||||
alertControl.OnPressed -= AlertControlOnPressed;
|
||||
}
|
||||
|
||||
if (_ui != null)
|
||||
{
|
||||
IoCManager.Resolve<IUserInterfaceManager>().StateRoot.RemoveChild(_ui);
|
||||
_ui = null;
|
||||
}
|
||||
_alertControls.Clear();
|
||||
}
|
||||
|
||||
@@ -168,39 +127,49 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
toRemove.Add(existingKey);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var alertKeyToRemove in toRemove)
|
||||
{
|
||||
// remove and dispose the control
|
||||
_alertControls.Remove(alertKeyToRemove, out var control);
|
||||
control?.Dispose();
|
||||
if (control == null) return;
|
||||
_ui.Grid.Children.Remove(control);
|
||||
}
|
||||
|
||||
// now we know that alertControls contains alerts that should still exist but
|
||||
// may need to updated,
|
||||
// also there may be some new alerts we need to show.
|
||||
// further, we need to ensure they are ordered w.r.t their configured order
|
||||
foreach (var alertStatus in EnumerateAlertStates())
|
||||
foreach (var (alertKey, alertState) in EnumerateAlertStates())
|
||||
{
|
||||
if (!AlertManager.TryDecode(alertStatus.AlertEncoded, out var newAlert))
|
||||
if (!alertKey.AlertType.HasValue)
|
||||
{
|
||||
Logger.ErrorS("alert", "Unable to decode alert {0}", alertStatus.AlertEncoded);
|
||||
Logger.WarningS("alert", "found alertkey without alerttype," +
|
||||
" alert keys should never be stored without an alerttype set: {0}", alertKey);
|
||||
continue;
|
||||
}
|
||||
var alertType = alertKey.AlertType.Value;
|
||||
if (!AlertManager.TryGet(alertType, out var newAlert))
|
||||
{
|
||||
Logger.ErrorS("alert", "Unrecognized alertType {0}", alertType);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (_alertControls.TryGetValue(newAlert.AlertKey, out var existingAlertControl) &&
|
||||
existingAlertControl.Alert.AlertType == newAlert.AlertType)
|
||||
{
|
||||
// id is the same, simply update the existing control severity
|
||||
existingAlertControl.SetSeverity(alertStatus.Severity);
|
||||
// key is the same, simply update the existing control severity / cooldown
|
||||
existingAlertControl.SetSeverity(alertState.Severity);
|
||||
existingAlertControl.Cooldown = alertState.Cooldown;
|
||||
}
|
||||
else
|
||||
{
|
||||
existingAlertControl?.Dispose();
|
||||
if (existingAlertControl != null)
|
||||
{
|
||||
_ui.Grid.Children.Remove(existingAlertControl);
|
||||
}
|
||||
|
||||
// this is a new alert + alert key or just a different alert with the same
|
||||
// key, create the control and add it in the appropriate order
|
||||
var newAlertControl = CreateAlertControl(newAlert, alertStatus);
|
||||
var newAlertControl = CreateAlertControl(newAlert, alertState);
|
||||
if (_alertOrder != null)
|
||||
{
|
||||
var added = false;
|
||||
@@ -233,14 +202,11 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
|
||||
private AlertControl CreateAlertControl(AlertPrototype alert, AlertState alertState)
|
||||
{
|
||||
|
||||
var alertControl = new AlertControl(alert, alertState.Severity, _resourceCache);
|
||||
// show custom tooltip for the status control
|
||||
alertControl.OnShowTooltip += AlertOnOnShowTooltip;
|
||||
alertControl.OnHideTooltip += AlertOnOnHideTooltip;
|
||||
|
||||
var alertControl = new AlertControl(alert, alertState.Severity, _resourceCache)
|
||||
{
|
||||
Cooldown = alertState.Cooldown
|
||||
};
|
||||
alertControl.OnPressed += AlertControlOnPressed;
|
||||
|
||||
return alertControl;
|
||||
}
|
||||
|
||||
@@ -249,36 +215,6 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
AlertPressed(args, args.Button as AlertControl);
|
||||
}
|
||||
|
||||
private void AlertOnOnHideTooltip(object sender, EventArgs e)
|
||||
{
|
||||
_tooltipReady = false;
|
||||
_tooltip.Visible = false;
|
||||
}
|
||||
|
||||
private void AlertOnOnShowTooltip(object sender, EventArgs e)
|
||||
{
|
||||
var alertControl = (AlertControl) sender;
|
||||
_stateName.SetMessage(alertControl.Alert.Name);
|
||||
_stateDescription.SetMessage(alertControl.Alert.Description);
|
||||
// check for a cooldown
|
||||
if (alertControl.TotalDuration != null && alertControl.TotalDuration > 0)
|
||||
{
|
||||
_stateCooldown.SetMessage(FormattedMessage.FromMarkup("[color=#776a6a]" +
|
||||
alertControl.TotalDuration +
|
||||
" sec cooldown[/color]"));
|
||||
_stateCooldown.Visible = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_stateCooldown.Visible = false;
|
||||
}
|
||||
// TODO: Text display of cooldown
|
||||
Tooltips.PositionTooltip(_tooltip);
|
||||
// if we set it visible here the size of the previous tooltip will flicker for a frame,
|
||||
// so instead we wait until FrameUpdate to make it visible
|
||||
_tooltipReady = true;
|
||||
}
|
||||
|
||||
private void AlertPressed(BaseButton.ButtonEventArgs args, AlertControl alert)
|
||||
{
|
||||
if (args.Event.Function != EngineKeyFunctions.UIClick)
|
||||
@@ -286,57 +222,17 @@ namespace Content.Client.GameObjects.Components.Mobs
|
||||
return;
|
||||
}
|
||||
|
||||
if (AlertManager.TryEncode(alert.Alert, out var encoded))
|
||||
{
|
||||
SendNetworkMessage(new ClickAlertMessage(encoded));
|
||||
}
|
||||
else
|
||||
{
|
||||
Logger.ErrorS("alert", "unable to encode alert {0}", alert.Alert.AlertType);
|
||||
}
|
||||
|
||||
SendNetworkMessage(new ClickAlertMessage(alert.Alert.AlertType));
|
||||
}
|
||||
|
||||
public void FrameUpdate(float frameTime)
|
||||
protected override void AfterShowAlert()
|
||||
{
|
||||
if (_tooltipReady)
|
||||
{
|
||||
_tooltipReady = false;
|
||||
_tooltip.Visible = true;
|
||||
}
|
||||
foreach (var (alertKey, alertControl) in _alertControls)
|
||||
{
|
||||
// reconcile all alert controls with their current cooldowns
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
UpdateAlertsControls();
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user