* Changeling WIP * UI * Pointers fix * Moved out abilities * Regenerate ability * Fixed Regenerate ability Prevent ghosting while regenerating * Cleanup * Base lesser form * Finished Lesser Form && Transform * Transform Sting * Blind Sting * Mute Sting Added OnExamine on absorbed human * Hallucination Sting Changeling Absorb and transfer absorbed entities to absorber * Cryogenic Sting * Adrenaline Sacs * Transform now uses Polymorph * Armblade, Shield, Armor * Tentacle Arm ability Tentacle Gun system * WIP with bugs * WiP bugs * fix implant transfer * Fixed bugs with shop transfer and actions transfer * Just in case * Vi sitter i ventrilo och spelar DotA * Fixes and proper LesserForm tracking * !!!!! * Fixed empty buttons * WIP Gamerule Ready - shop * nerf stun time cause its sucks * cleaning * just in case * Absorb DNA Objective. * Partial objectives with bugs * fix * fix pointer * Changeling objectives * Changeling objectives №2 * Admin verb, game rule * Fixed empty list check Icons for objectives * Changeling chat, changeling names etc. * fix some merge errors * - fix: Fixed all bugs with changeling --------- Co-authored-by: Y-Parvus <yevhen.parvus@gmail.com> Co-authored-by: Y-Parvus <61109031+Y-Parvus@users.noreply.github.com> Co-authored-by: HitPanda <104197232+EnefFlow@users.noreply.github.com> Co-authored-by: EnefFlow <regeto90@mail.ru>
52 lines
1.2 KiB
C#
52 lines
1.2 KiB
C#
using Content.Shared.Miracle.UI;
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namespace Content.Client.Miracle.Changeling.UI.TransformStingUI;
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public sealed class TransformStingSelectorBui : BoundUserInterface
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{
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private TransformStingSelectorWindow? _window;
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public TransformStingSelectorBui(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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IoCManager.InjectDependencies(this);
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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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_window = new TransformStingSelectorWindow();
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_window.OpenCentered();
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_window.OnClose += Close;
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_window.ItemSelected += (item, target) =>
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{
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var msg = new TransformStingItemSelectedMessage(item, target);
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SendMessage(msg);
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};
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if(State != null)
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UpdateState(State);
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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 (state is TransformStingBuiState newState)
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{
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_window?.PopulateList(newState.Items, newState.Target);
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}
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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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if (!disposing)
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return;
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_window?.Close();
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}
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}
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