* simple storeship arriving * pupu * ship cycling * buy positions prototypes * i hate UI * PriceControl * second tab ui * baloon! pallets! * update shop in town * setup billboard timer * split to sell and buy categories * renaming gaming * actually selling * fix infinity selling * improve timer * move description too rigt part UI * bar selling * iron cabinet * purge currency categories * remove town balance, add money box * special proposal, FTLImmune anchor * fix UI * remove tests buying * Update CP14StoreWindow.xaml.cs * currency converter * currency clean up * Update CP14CargoSystem.cs * clean up part 2 * rider petpet * coins audio * coin improvment * Update coins.yml * translate * more coins roundstart * Update wallet.yml * Update wallet.yml * generate coin problem fix * refactor proto reading * fixes * huh * shuttle logshit fix, add to tavern map * Update CP14StationTravelingStoreShipTargetComponent.cs
45 lines
1.2 KiB
C#
45 lines
1.2 KiB
C#
using Content.Shared._CP14.TravelingStoreShip;
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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.Utility;
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namespace Content.Client._CP14.TravelingStoreShip;
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[GenerateTypedNameReferences]
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public sealed partial class CP14StoreProductControl : Control
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{
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[Dependency] private readonly IEntityManager _entity = default!;
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private readonly SpriteSystem _sprite;
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public CP14StoreProductControl(CP14StoreUiProductEntry 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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UpdateName(entry.Name);
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UpdateView(entry.Icon);
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UpdatePrice(entry.Price);
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}
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private void UpdatePrice(int price)
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{
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PriceHolder.RemoveAllChildren();
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PriceHolder.AddChild(new CP14PriceControl(price));
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}
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private void UpdateName(string name)
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{
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ProductName.Text = $"[bold]{name}[/bold]";
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}
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private void UpdateView(SpriteSpecifier spriteSpecifier)
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{
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View.Texture = _sprite.Frame0(spriteSpecifier);
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}
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}
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