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