Oldchat (#11913)
* attempt at moving MainViewport to UIWidget * oldchat (prototype) * separate oldchat and default ss14 HUD into their own files * restores original default game screen logic and adds that logic into separated chat game screen * hand reloading, several tweaks to port oldchat to main ss14 branch oldchat is currently not selectable * screen type cvar, gameplay state screen reloading/loading * reload screen on ui layout cvar change * fixes up basic reloading (HUD switching is still very bad) * some UI widget reloading for main UI screen switching * alert sync on screen change * inventory reload * hotbar margin fix * chat bubbles above viewport * whoops * fixes ordering of speech bubble root * should fix the chat focus issue (at least in-game, not lobby yet) * should fix up the lobby/game chat focus * fixes chat for lobby, turns lobby into a UI state * viewport UI controller * viewport ratio selection * whoops * adds the /tg/ widescreen ratio * removes warning from inventory UI controller, adds background to separated chat game screen's chat portion * menu button reload * unload menu buttons only from gameplay state shutdown * bugfix * character button fix * adds config options for viewport width/UI layout * variable naming changes, get or null instead of get to avoid exceptions * moves entity system get into controller
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@@ -183,8 +183,7 @@ namespace Content.Client.Actions
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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LinkActions?.Invoke(component);
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PlayerActions = component;
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LinkAllActions(component);
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}
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private void OnPlayerDetached(EntityUid uid, ActionsComponent component, PlayerDetachedEvent? args = null)
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@@ -192,10 +191,27 @@ namespace Content.Client.Actions
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if (uid != _playerManager.LocalPlayer?.ControlledEntity)
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return;
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UnlinkAllActions();
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}
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public void UnlinkAllActions()
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{
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UnlinkActions?.Invoke();
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PlayerActions = null;
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}
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public void LinkAllActions(ActionsComponent? actions = null)
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{
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var player = _playerManager.LocalPlayer?.ControlledEntity;
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if (player == null || !Resolve(player.Value, ref actions))
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{
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return;
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}
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LinkActions?.Invoke(actions);
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PlayerActions = actions;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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