Add 'Scan DNA' function to medical scanner (#1783)

* Add art assets for cloning

* Added a 'Scan DNA' button to the medical scanner

* Made the UI update unconditional for the medical scanner until checks for power changes are in place

* Update Medical scanner to reflect powered status and fix #1774

* added a 'scan dna' button the the medical scanner that will add the contained bodies Uid to a list in CloningSystem, fixed an issue with the menu not populating if the scanner starts in an unpowered state

* Add disabling logic to 'Scan DNA' button on medical scanner

* Removed un-used libraries

* changed scan dna button to Scan and Save DNA
This commit is contained in:
SoulSloth
2020-08-19 10:23:20 -04:00
committed by GitHub
parent cd1afb6582
commit dc77c399b9
15 changed files with 201 additions and 17 deletions

View File

@@ -17,15 +17,18 @@ namespace Content.Shared.GameObjects.Components.Medical
public readonly EntityUid? Entity;
public readonly Dictionary<DamageClass, int> DamageClasses;
public readonly Dictionary<DamageType, int> DamageTypes;
public readonly bool IsScanned;
public MedicalScannerBoundUserInterfaceState(
EntityUid? entity,
Dictionary<DamageClass, int> damageClasses,
Dictionary<DamageType, int> damageTypes)
Dictionary<DamageType, int> damageTypes,
bool isScanned)
{
Entity = entity;
DamageClasses = damageClasses;
DamageTypes = damageTypes;
IsScanned = isScanned;
}
public bool HasDamage()
@@ -56,5 +59,24 @@ namespace Content.Shared.GameObjects.Components.Medical
Green,
Yellow,
}
[Serializable, NetSerializable]
public enum UiButton
{
ScanDNA,
}
[Serializable, NetSerializable]
public class UiButtonPressedMessage : BoundUserInterfaceMessage
{
public readonly UiButton Button;
public UiButtonPressedMessage(UiButton button)
{
Button = button;
}
}
}
}