* setup UI * setup debug data * graph control setup * reputation trade component * unlocking logic * smoe real reputation costing * remove sponsors part, add trading specific UI nodes * port to default pricing system * buy cooldown * fuck off trading cabinets * real good cooldown UI * Cool unlock sound * reputation earning * cool purchare sound * coin & sprite work * delete old guidebooks * cool purcharing VFX * better ui * victoria gardens * Update migration.yml * Update migration.yml * cooldown removed * contracts * Update migration.yml * remove CP14Material * materials appraise * food appraise * auto economy pricing system * alchemy reagents appraise * coins resprite * alchemy appraise 2 * modular weapon appraise * selling platform * Update PricingSystem.cs * Update CP14TradingPlatformSystem.cs * merchants returns + map update * Update CP14StationEconomySystem.Price.cs
33 lines
934 B
C#
33 lines
934 B
C#
using Content.Shared._CP14.Trading;
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using Content.Shared._CP14.Trading.Systems;
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using Robust.Client.UserInterface;
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namespace Content.Client._CP14.Trading;
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public sealed class CP14TradingPlatformBoundUserInterface(EntityUid owner, Enum uiKey) : BoundUserInterface(owner, uiKey)
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{
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private CP14TradingPlatformWindow? _window;
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protected override void Open()
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{
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base.Open();
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_window = this.CreateWindow<CP14TradingPlatformWindow>();
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_window.OnUnlock += pos => SendMessage(new CP14TradingPositionUnlockAttempt(pos));
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_window.OnBuy += pos => SendMessage(new CP14TradingPositionBuyAttempt(pos));
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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{
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base.UpdateState(state);
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switch (state)
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{
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case CP14TradingPlatformUiState storeState:
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_window?.UpdateState(storeState);
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break;
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}
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}
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}
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