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Removed all unused variables i could find, built and tested on a simple upstart and clicking trough most systems. Change Loc references to localization. <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> "using Robust.Shared.Prototypes;" to "" "[dependency] private readonly ISpriteComponent" to "" </p> </details> --- No CL this isn't player facing. --------- Co-authored-by: ilmenwe <no@mail.com>
63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
using Content.Shared.MachineLinking;
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using Robust.Client.UserInterface;
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namespace Content.Client.MachineLinking.UI;
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public sealed class SignalTimerBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private SignalTimerWindow? _window;
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public SignalTimerBoundUserInterface(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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_window = this.CreateWindow<SignalTimerWindow>();
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_window.OnStartTimer += StartTimer;
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_window.OnCurrentTextChanged += OnTextChanged;
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_window.OnCurrentDelayMinutesChanged += OnDelayChanged;
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_window.OnCurrentDelaySecondsChanged += OnDelayChanged;
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}
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public void StartTimer()
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{
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SendMessage(new SignalTimerStartMessage());
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}
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private void OnTextChanged(string newText)
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{
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SendMessage(new SignalTimerTextChangedMessage(newText));
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}
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private void OnDelayChanged(string newDelay)
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{
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if (_window == null)
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return;
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SendMessage(new SignalTimerDelayChangedMessage(_window.GetDelay()));
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}
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/// <summary>
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/// Update the UI state based on server-sent info
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/// </summary>
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/// <param name="state"></param>
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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 (_window == null || state is not SignalTimerBoundUserInterfaceState cast)
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return;
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_window.SetCurrentText(cast.CurrentText);
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_window.SetCurrentDelayMinutes(cast.CurrentDelayMinutes);
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_window.SetCurrentDelaySeconds(cast.CurrentDelaySeconds);
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_window.SetShowText(cast.ShowText);
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_window.SetTriggerTime(cast.TriggerTime);
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_window.SetTimerStarted(cast.TimerStarted);
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_window.SetHasAccess(cast.HasAccess);
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}
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}
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