Shuttle console + FTL rework (#24430)
* Add shuttle interior drawing back Just do it per-tile she'll be right, at least it's done with 1 draw call. * Revamp shuttle console * Bunch of cleanup work * Lables sortito * dok * Pixel alignment and colours * Fix a bunch of drawing bugs * Shuttle map drawing * Drawing fixes * Map parallax working finally * weh * Commit all my stuff * mic * deez * Update everything * Xamlify everything * uh * Rudimentary blocker range * My enemies have succeeded * Bunch of changes to FTL * Heaps of cleanup * Fix FTL bugs * FTL * weewoo * FTL fallback * wew * weh * Basic FTL working * FTL working * FTL destination fixes * a * Exclusion zones * Fix drawing / FTL * Beacons working * Coordinates drawing * Fix unknown map names * Dorks beginning * State + docking cleanup start * Basic dock drawing * Bunch of drawing fixes * Batching / color fixes * Cleanup and beacons support * weh * weh * Begin pings * First draft at map objects * Map fixup * Faster drawing * Fix perf + FTL * Cached drawing * Fix drawing * Best I got * strips * Back to lists but with caching * Final optimisation * Fix dock bounds * Docking work * stinker * kobolds * Btns * Docking vis working * Fix docking pre-vis * canasses * Helldivers 2 * a * Array life * Fix * Fix TODOs * liltenhead feature club * dorking * Merge artifacts * Last-minute touchup
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@@ -2,6 +2,7 @@ using Content.Client.Shuttles.UI;
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using Content.Shared.Shuttles.BUIStates;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using RadarConsoleWindow = Content.Client.Shuttles.UI.RadarConsoleWindow;
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namespace Content.Client.Shuttles.BUI;
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@@ -36,9 +37,9 @@ public sealed class RadarConsoleBoundUserInterface : BoundUserInterface
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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if (state is not RadarConsoleBoundInterfaceState cState) return;
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if (state is not NavBoundUserInterfaceState cState)
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return;
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_window?.SetMatrix(EntMan.GetCoordinates(cState.Coordinates), cState.Angle);
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_window?.UpdateState(cState);
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_window?.UpdateState(cState.State);
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}
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}
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