* Station AI overlay * implement * Bunch of ports * Fix a heap of bugs and basic scouting * helldivers * Shuffle interactions a bit * navmap stuff * Revert "navmap stuff" This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062. * AI wires implemented * Fix examines * Optimise the overlay significantly * Back to old static * BUI radial working * lots of work * Saving work * thanks fork * alright * pc * AI upload console * AI upload * stuff * Fix copy-paste shitcode * AI actions * navmap work * Fixes * first impressions * a * reh * Revert "navmap work" This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e. # Conflicts: # Content.Client/Silicons/StationAi/StationAiOverlay.cs * OD * radar * weh * Fix examines * scoop mine eyes * fixes * reh * Optimise * Final round of optimisations * Fixes * fixes
33 lines
1021 B
C#
33 lines
1021 B
C#
using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Light.Components;
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using Content.Shared.Silicons.StationAi;
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using Robust.Shared.Utility;
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namespace Content.Client.Silicons.StationAi;
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public sealed partial class StationAiSystem
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{
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// Used for surveillance camera lights
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private void InitializePowerToggle()
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{
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SubscribeLocalEvent<ItemTogglePointLightComponent, GetStationAiRadialEvent>(OnLightGetRadial);
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}
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private void OnLightGetRadial(Entity<ItemTogglePointLightComponent> ent, ref GetStationAiRadialEvent args)
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{
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if (!TryComp(ent.Owner, out ItemToggleComponent? toggle))
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return;
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args.Actions.Add(new StationAiRadial()
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{
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Tooltip = Loc.GetString("toggle-light"),
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Sprite = new SpriteSpecifier.Texture(new ResPath("/Textures/Interface/VerbIcons/light.svg.192dpi.png")),
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Event = new StationAiLightEvent()
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{
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Enabled = !toggle.Activated
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}
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});
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}
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}
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