* delete skill trees
* Revert "delete skill trees"
This reverts commit 9d7fae73c4.
* learning refactor
* UI tweaks
* sword mastery skill
* telegraphy
* rapier mastery
* research table ui
* finish studing
* polish UI researching
* pyrokinetic
* more skill tree working
* heat adapt
* alchemist and metamagic update
* skill multiple effects support + metamagic bugg manapool
* impossible 😢
* skimitar gaming
* skimidi
* blacksmithing branch
* remove research restrictions
* remove species magic buff
* fix loc
* Update thaumaturgy.yml
* pip
* Delete skill_tree.yml
61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using Content.Shared._CP14.Skill;
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using Content.Shared._CP14.Skill.Prototypes;
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using Robust.Client.AutoGenerated;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Prototypes;
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namespace Content.Client._CP14.ResearchTable;
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[GenerateTypedNameReferences]
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public sealed partial class CP14ResearchRecipeControl : Control
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{
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[Dependency] private readonly IEntityManager _entity = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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public event Action<CP14ResearchUiEntry, CP14SkillPrototype>? OnResearch;
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private readonly SpriteSystem _sprite;
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private readonly CP14SharedSkillSystem _skillSystem;
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private readonly CP14SkillPrototype _skillPrototype;
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private readonly bool _craftable;
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public CP14ResearchRecipeControl(CP14ResearchUiEntry entry)
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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_sprite = _entity.System<SpriteSystem>();
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_skillSystem = _entity.System<CP14SharedSkillSystem>();
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_skillPrototype = _prototype.Index(entry.ProtoId);
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_craftable = entry.Craftable;
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Button.OnPressed += _ => OnResearch?.Invoke(entry, _skillPrototype);
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UpdateColor();
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UpdateName();
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UpdateView();
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}
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private void UpdateColor()
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{
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if (_craftable)
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return;
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Button.ModulateSelfOverride = Color.FromHex("#302622");
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}
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private void UpdateName()
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{
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Name.Text = $"{Loc.GetString(_skillSystem.GetSkillName(_skillPrototype))}" ;
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}
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private void UpdateView()
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{
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View.Texture =_sprite.Frame0(_skillPrototype.Icon);
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}
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}
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