Files
crystall-punk-14/Content.Client/UserInterface/Systems/MenuBar/GameTopMenuBarUIController.cs
Ed 1e36a61339 Skill progression system [Draft] (#1056)
* fuck all

* clean up

* remove knowledge books

* Update base.yml

* cl

* fix #991

* fix

* Update subgamemodes.yml

* manual migration + recipes fix

* Update comoss.yml

* setup data

* setup skills systems

* more blacksmithing skills

* Update base.yml

* Create CP14SkillEffectAction.cs

* skill button returns

* base graph UI window

* skill tree drawing

* UI improve

* pyro setup

* skill trees selection, dragging control

* refactor skill system: rename Skills to LearnedSkills, add experience tracking and learning logic

* Create available.png

* skill description generation setup

* auto parsing skill names and descriptions

* Hydrosophistry

* water light fire and metamagic ported to skill tre

* ice dagger spell returns

* Update ice_dagger.yml

* delete old files

* Update modular_garde.yml

* ice arrow spell

* link graph with parallax

* show experience counter

* polish

* puf

* p

* pipap

* finally ready to merg?

* fix

* fix 2
2025-03-27 17:20:20 +03:00

68 lines
2.6 KiB
C#

using Content.Client.UserInterface.Systems.Actions;
using Content.Client.UserInterface.Systems.Admin;
using Content.Client.UserInterface.Systems.Bwoink;
using Content.Client.UserInterface.Systems.Character;
using Content.Client.UserInterface.Systems.Crafting;
using Content.Client.UserInterface.Systems.Emotes;
using Content.Client.UserInterface.Systems.EscapeMenu;
using Content.Client.UserInterface.Systems.Gameplay;
using Content.Client.UserInterface.Systems.Guidebook;
using Content.Client.UserInterface.Systems.MenuBar.Widgets;
using Content.Client.UserInterface.Systems.Sandbox;
using Robust.Client.UserInterface.Controllers;
namespace Content.Client.UserInterface.Systems.MenuBar;
public sealed class GameTopMenuBarUIController : UIController
{
[Dependency] private readonly EscapeUIController _escape = default!;
[Dependency] private readonly AdminUIController _admin = default!;
[Dependency] private readonly CharacterUIController _character = default!;
[Dependency] private readonly CraftingUIController _crafting = default!;
[Dependency] private readonly AHelpUIController _ahelp = default!;
[Dependency] private readonly ActionUIController _action = default!;
[Dependency] private readonly SandboxUIController _sandbox = default!;
[Dependency] private readonly GuidebookUIController _guidebook = default!;
[Dependency] private readonly EmotesUIController _emotes = default!;
[Dependency] private readonly CP14SkillUIController _skill = default!; //CP14
private GameTopMenuBar? GameTopMenuBar => UIManager.GetActiveUIWidgetOrNull<GameTopMenuBar>();
public override void Initialize()
{
base.Initialize();
var gameplayStateLoad = UIManager.GetUIController<GameplayStateLoadController>();
gameplayStateLoad.OnScreenLoad += LoadButtons;
gameplayStateLoad.OnScreenUnload += UnloadButtons;
}
public void UnloadButtons()
{
_escape.UnloadButton();
_guidebook.UnloadButton();
_admin.UnloadButton();
_character.UnloadButton();
_crafting.UnloadButton();
_ahelp.UnloadButton();
_action.UnloadButton();
_sandbox.UnloadButton();
_emotes.UnloadButton();
_skill.UnloadButton(); //CP14
}
public void LoadButtons()
{
_escape.LoadButton();
_guidebook.LoadButton();
_admin.LoadButton();
_character.LoadButton();
_crafting.LoadButton();
_ahelp.LoadButton();
_action.LoadButton();
_sandbox.LoadButton();
_emotes.LoadButton();
_skill.LoadButton(); //CP14
}
}