* Laws * positronic brain and PAI rewrite * MMI * MMI pt. 2 * borg brain transfer * Roleban support, Borg job (WIP), the end of mind shenaniganry * battery drain, item slot cleanup, alerts * visuals * fix this pt1 * fix this pt2 * Modules, Lingering Stacks, Better borg flashlight * Start on UI, fix battery alerts, expand activation/deactivation, low movement speed on no power. * sprotes * no zombie borgs * oh fuck yeah i love a good relay * charger * fix the tiniest of sprite issues * adjustable names * a functional UI???? * foobar * more modules * this shit for some reason * upstream * genericize selectable borg modules * upstream again * holy fucking shit * i love christ * proper construction * da job * AA borgs * and boom more shit * admin logs * laws redux * ok just do this rq * oh boy that looks like modules * oh shit research * testos passo * so much shit holy fuck * fuckit we SHIP * last minute snags * should've gotten me on a better day
67 lines
1.4 KiB
C#
67 lines
1.4 KiB
C#
using Content.Shared.Silicons.Borgs;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Silicons.Borgs;
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[UsedImplicitly]
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public sealed class BorgBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private BorgMenu? _menu;
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public BorgBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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}
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protected override void Open()
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{
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base.Open();
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var owner = Owner;
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_menu = new BorgMenu(owner);
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_menu.BrainButtonPressed += () =>
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{
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SendMessage(new BorgEjectBrainBuiMessage());
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};
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_menu.EjectBatteryButtonPressed += () =>
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{
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SendMessage(new BorgEjectBatteryBuiMessage());
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};
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_menu.NameChanged += name =>
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{
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SendMessage(new BorgSetNameBuiMessage(name));
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};
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_menu.RemoveModuleButtonPressed += module =>
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{
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SendMessage(new BorgRemoveModuleBuiMessage(module));
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};
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_menu.OnClose += Close;
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_menu.OpenCentered();
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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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if (state is not BorgBuiState msg)
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return;
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_menu?.UpdateState(msg);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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if (!disposing)
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return;
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_menu?.Dispose();
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}
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}
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