Files
wwdpublic/Content.Client/_Shitmed/UserInterface/Systems/PartStatus/PartStatusUIController.cs
gluesniffler 2a33691a1c Ports Shitmed Updates From Goob (#1387)
Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster

# Changelog
🆑 Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.

(cherry picked from commit 3c9db94102cb25b28a83d51ac8d659fa31fe7d12)
2025-01-13 23:01:51 +03:00

83 lines
2.7 KiB
C#

using Content.Client.Gameplay;
using Content.Client._Shitmed.UserInterface.Systems.PartStatus.Widgets;
using Content.Shared._Shitmed.Targeting;
using Content.Client._Shitmed.Targeting;
using Robust.Client.GameObjects;
using Robust.Client.UserInterface.Controllers;
using Robust.Client.Player;
using Robust.Shared.Utility;
using Robust.Client.Graphics;
namespace Content.Client._Shitmed.UserInterface.Systems.PartStatus;
public sealed class PartStatusUIController : UIController, IOnStateEntered<GameplayState>, IOnSystemChanged<TargetingSystem>
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IEntityNetworkManager _net = default!;
private SpriteSystem _spriteSystem = default!;
private TargetingComponent? _targetingComponent;
private PartStatusControl? PartStatusControl => UIManager.GetActiveUIWidgetOrNull<PartStatusControl>();
public void OnSystemLoaded(TargetingSystem system)
{
system.PartStatusStartup += AddPartStatusControl;
system.PartStatusShutdown += RemovePartStatusControl;
system.PartStatusUpdate += UpdatePartStatusControl;
}
public void OnSystemUnloaded(TargetingSystem system)
{
system.PartStatusStartup -= AddPartStatusControl;
system.PartStatusShutdown -= RemovePartStatusControl;
system.PartStatusUpdate -= UpdatePartStatusControl;
}
public void OnStateEntered(GameplayState state)
{
if (PartStatusControl != null)
{
PartStatusControl.SetVisible(_targetingComponent != null);
if (_targetingComponent != null)
PartStatusControl.SetTextures(_targetingComponent.BodyStatus);
}
}
public void AddPartStatusControl(TargetingComponent component)
{
_targetingComponent = component;
if (PartStatusControl != null)
{
PartStatusControl.SetVisible(_targetingComponent != null);
if (_targetingComponent != null)
PartStatusControl.SetTextures(_targetingComponent.BodyStatus);
}
}
public void RemovePartStatusControl()
{
if (PartStatusControl != null)
PartStatusControl.SetVisible(false);
_targetingComponent = null;
}
public void UpdatePartStatusControl(TargetingComponent component)
{
if (PartStatusControl != null && _targetingComponent != null)
PartStatusControl.SetTextures(_targetingComponent.BodyStatus);
}
public Texture GetTexture(SpriteSpecifier specifier)
{
if (_spriteSystem == null)
_spriteSystem = _entManager.System<SpriteSystem>();
return _spriteSystem.Frame0(specifier);
}
}