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
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@@ -90,19 +90,14 @@ public sealed class CrayonSystem : SharedCrayonSystem
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if (args.Handled)
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return;
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if (!TryComp<ActorComponent>(args.User, out var actor) ||
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!_uiSystem.TryGetUi(uid, SharedCrayonComponent.CrayonUiKey.Key, out var ui))
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if (!_uiSystem.HasUi(uid, SharedCrayonComponent.CrayonUiKey.Key))
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{
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return;
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}
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_uiSystem.ToggleUi(ui, actor.PlayerSession);
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if (ui.SubscribedSessions.Contains(actor.PlayerSession))
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{
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// Tell the user interface the selected stuff
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_uiSystem.SetUiState(ui, new CrayonBoundUserInterfaceState(component.SelectedState, component.SelectableColor, component.Color));
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}
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_uiSystem.TryToggleUi(uid, SharedCrayonComponent.CrayonUiKey.Key, args.User);
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_uiSystem.SetUiState(uid, SharedCrayonComponent.CrayonUiKey.Key, new CrayonBoundUserInterfaceState(component.SelectedState, component.SelectableColor, component.Color));
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args.Handled = true;
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}
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@@ -140,8 +135,8 @@ public sealed class CrayonSystem : SharedCrayonSystem
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private void OnCrayonDropped(EntityUid uid, CrayonComponent component, DroppedEvent args)
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{
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if (TryComp<ActorComponent>(args.User, out var actor))
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_uiSystem.TryClose(uid, SharedCrayonComponent.CrayonUiKey.Key, actor.PlayerSession);
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// TODO: Use the existing event.
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_uiSystem.CloseUi(uid, SharedCrayonComponent.CrayonUiKey.Key, args.User);
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}
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private void UseUpCrayon(EntityUid uid, EntityUid user)
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