Content update for UI prediction (#27214)

* Content update for UI refactor

* Big update

* Sharing

* Remaining content updates

* First big update

* Prototype updates

* AUGH

* Fix UI comp ref

* Cleanup

- Fix predicted message, fix item slots, fix interaction range check.

* Fix regressions

* Make this predictive

idk why it wasn't.

* Fix slime merge

* Merge conflict

* Fix merge
This commit is contained in:
metalgearsloth
2024-04-26 18:16:24 +10:00
committed by GitHub
parent 32b81de8c5
commit 5896e68752
279 changed files with 1308 additions and 1582 deletions

View File

@@ -31,7 +31,8 @@ public sealed partial class AnomalySystem
{
if (component.ScannedAnomaly != args.Anomaly)
continue;
_ui.TryCloseAll(uid, AnomalyScannerUiKey.Key);
_ui.CloseUi(uid, AnomalyScannerUiKey.Key);
}
}
@@ -108,7 +109,7 @@ public sealed partial class AnomalySystem
Popup.PopupEntity(Loc.GetString("anomaly-scanner-component-scan-complete"), uid);
UpdateScannerWithNewAnomaly(uid, args.Args.Target.Value, component);
if (TryComp<ActorComponent>(args.Args.User, out var actor)) _ui.TryOpen(uid, AnomalyScannerUiKey.Key, actor.PlayerSession);
_ui.OpenUi(uid, AnomalyScannerUiKey.Key, args.User);
args.Handled = true;
}
@@ -123,7 +124,7 @@ public sealed partial class AnomalySystem
nextPulse = anomalyComponent.NextPulseTime;
var state = new AnomalyScannerUserInterfaceState(GetScannerMessage(component), nextPulse);
_ui.TrySetUiState(uid, AnomalyScannerUiKey.Key, state);
_ui.SetUiState(uid, AnomalyScannerUiKey.Key, state);
}
public void UpdateScannerWithNewAnomaly(EntityUid scanner, EntityUid anomaly, AnomalyScannerComponent? scannerComp = null, AnomalyComponent? anomalyComp = null)