Exosuit: Ripley (#12668)
* mechs * interaction relay * atmos handling * fuck around with interaction events SPAGHETTI CODE OH MY GOD * more sprites and whatever the hell * more mech shit * more shit for equipment * starting equipment (for nukie mechs and such) * equipment cycling * starting with some of the ui * a fat chunk of ui prototyping * done tinkering with ui * a bunch of ui stuff and what have yous * cleaning up grabber and state handling * make the ui actually functional + watch me port a million icons I swear i'll prune the sprites later blease * start on construction * construction yo mamma * remove some unused files * fix a silly * make the graph sane * make it actually constructible. * print the boards as well, bozo * rebalance part prices * eject action also i appease the russians by remembering to localize * Punch Shit * make mech integrity and repairs work * Make the UI more based STOMP STOMP STOMP STOMP * make equipment even more based * batteries and other such delights * make the ui look pimpin af * make the construction mega based * UI but so epic * equipment * some sweat tweaks * damage rebalancing * restructure tech * fix some shit * mechs inherit access * make icons actually use sprite specifiers * TRAILING COMMAA!!!!! * fix a mild indentation sin * undo this change because it isn't needed * actually fix this * secret webeditting shhhh * place this tech here * comments * foo
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35
Content.Shared/Interaction/SharedInteractionSystem.Relay.cs
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35
Content.Shared/Interaction/SharedInteractionSystem.Relay.cs
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using Content.Shared.Interaction.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Interaction;
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public abstract partial class SharedInteractionSystem
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{
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public void InitializeRelay()
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{
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SubscribeLocalEvent<InteractionRelayComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<InteractionRelayComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnGetState(EntityUid uid, InteractionRelayComponent component, ref ComponentGetState args)
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{
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args.State = new InteractionRelayComponentState(component.RelayEntity);
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}
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private void OnHandleState(EntityUid uid, InteractionRelayComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not InteractionRelayComponentState state)
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return;
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component.RelayEntity = state.RelayEntity;
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}
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public void SetRelay(EntityUid uid, EntityUid? relayEntity, InteractionRelayComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.RelayEntity = relayEntity;
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Dirty(component);
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}
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}
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