* [Feature] Holo Update (#948) * Это база, основа, фундамент. * update icons * based2 * zamena headcoder * протоНовые функции Обновлены окна персонажа для отображения статистики и навыков игрока. Добавлена система боевой музыки, которая активируется во время боя. Реализована функция широковещательной передачи сообщений в чате для нескольких получателей. Внедрены изменения на основе навыков и статистики для медицинских систем, включая дефибриллятор и лечение. Улучшена система ближнего боя с новыми действиями и сообщениями. Введена система предсказуемого рандома для продвинутой генерации случайных значений. Навыки и статистика теперь зависят от назначений на работу. * abilities * zvuk * tweaks & fixes * sprite fix * govno * govno2 * fix govna * GOVNOOOOOOOOOOOO * finally * цена (cherry picked from commit cf4a7d0a7ccb780905e0df7db80d60d2338c02d0) * Automatic changelog update (cherry picked from commit 32a1f13849b4593fa03eafff99179814278f5f11) --------- Co-authored-by: RavmorganButOnCocaine <valtos@nextmail.ru>
115 lines
3.3 KiB
C#
115 lines
3.3 KiB
C#
using Content.Client._White.UserInterface.Radial;
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using Content.Shared._White.Guardian;
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namespace Content.Client._White.Guardian;
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public sealed class GuardianSelectorBUI : BoundUserInterface
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{
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private readonly Dictionary<GuardianSelector, string> _names = new()
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{
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{ GuardianSelector.Assasin, Loc.GetString("guardian-assasin-name")},
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{ GuardianSelector.Charger, Loc.GetString("guardian-charger-name")},
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{ GuardianSelector.Lighting, Loc.GetString("guardian-lighting-name")},
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{ GuardianSelector.Standart, Loc.GetString("guardian-standart-name")},
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};
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private readonly Dictionary<GuardianSelector, string> _icons = new()
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{
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{ GuardianSelector.Assasin, "/Textures/White/Interface/guardianselector.rsi/assasin.png" },
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{ GuardianSelector.Charger, "/Textures/White/Interface/guardianselector.rsi/charger.png" },
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{ GuardianSelector.Lighting, "/Textures/White/Interface/guardianselector.rsi/lighting.png" },
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{ GuardianSelector.Standart, "/Textures/White/Interface/guardianselector.rsi/standart.png" },
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};
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private readonly Dictionary<string, GuardianSelector> _guardianSelectors = new()
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{
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{ "Assasin", GuardianSelector.Assasin },
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{ "Charger", GuardianSelector.Charger },
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{ "Lighting", GuardianSelector.Lighting },
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{ "Standart", GuardianSelector.Standart },
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};
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private RadialContainer? _radialContainer;
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private bool _updated;
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public GuardianSelectorBUI(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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protected override void Open()
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{
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base.Open();
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if (_radialContainer != null)
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UIReset();
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_radialContainer = new RadialContainer();
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_radialContainer.Closed += Close;
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if (State != null)
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UpdateState(State);
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}
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private void UIReset()
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{
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_radialContainer?.Close();
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_radialContainer = null;
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_updated = false;
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}
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private void PopulateRadial(IReadOnlyCollection<string> ids, NetEntity target)
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{
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foreach (var id in ids)
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{
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if (_radialContainer == null)
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continue;
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if(!_guardianSelectors.TryGetValue(id, out var guardianSelector))
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return;
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if(!_names.TryGetValue(guardianSelector, out var name) || !_icons.TryGetValue(guardianSelector, out var icon))
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return;
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var button = _radialContainer.AddButton(name, icon);
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button.Controller.OnPressed += _ =>
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{
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Select(guardianSelector, target);
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};
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}
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}
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private void Select(GuardianSelector type, NetEntity target)
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{
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SendMessage(new GuardianSelectorSelectedBuiMessage(type, target));
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UIReset();
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Close();
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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_radialContainer?.Close();
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}
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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 (_updated)
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return;
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if (state is GuardianSelectorBUIState newState)
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{
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PopulateRadial(newState.Ids, newState.Target);
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}
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if (_radialContainer == null)
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return;
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_radialContainer?.OpenAttachedLocalPlayer();
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_updated = true;
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}
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}
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