Activatable UI component (#5184)
* Transfer most Instrument UI logic to a new component, ActivatableUIComponent * Move more ActivatableUIComponent stuff to ECS * ActivatableUI component ignore on client * ActivatableUI: Get rid of component interfaces where possible * Add in adminOnly attribute for activatable UIs This is so that porting #4926 to this will be easier * Transition Solar Control Computer to ActivatableUI * Move communications console to ActivatableUI * Move cargo console to ActivatableUI * Move ID card console to ActivatableUI * ActivatableUI: Make things more amiable to entity tests adding components weirdly * ActivatableUI: Use handling or lack thereof of events properly * ActivatableUI: component dependency issue resolution stuffs * ActivatableUISystem: Fix #5258 * More fixes because master did stuffo * Check for HandDeselectedEvent again because otherwise active-hand check doesn't work * Move just a bit more code into the system, introduce a workaround for #5258 * Purge the player status detection stuff * Oh and some obsolete stuff too
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using Content.Server.GameObjects.Components;
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using Content.Shared.Interaction;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Computer
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{
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[UsedImplicitly]
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internal sealed class ComputerUIActivatorSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BaseComputerUserInterfaceComponent, ActivateInWorldEvent>(HandleActivate);
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}
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private void HandleActivate(EntityUid uid, BaseComputerUserInterfaceComponent component, ActivateInWorldEvent args)
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{
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component.ActivateThunk(args);
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}
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}
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}
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