# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
372 lines
14 KiB
C#
372 lines
14 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Client.CrewManifest;
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using Content.Client.GameTicking.Managers;
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using Content.Client.Lobby;
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using Content.Client.UserInterface.Controls;
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using Content.Client.Players.PlayTimeTracking;
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using Content.Shared.CCVar;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.StatusIcon;
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using Robust.Client.Console;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.CustomControls;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.LateJoin
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{
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public sealed class LateJoinGui : DefaultWindow
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystem = default!;
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[Dependency] private readonly JobRequirementsManager _jobRequirements = default!;
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[Dependency] private readonly IClientPreferencesManager _preferencesManager = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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public event Action<(NetEntity, string)> SelectedId;
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private readonly ClientGameTicker _gameTicker;
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private readonly SpriteSystem _sprites;
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private readonly CrewManifestSystem _crewManifest;
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private readonly ISawmill _sawmill;
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private readonly Dictionary<NetEntity, Dictionary<string, List<JobButton>>> _jobButtons = new();
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private readonly Dictionary<NetEntity, Dictionary<string, BoxContainer>> _jobCategories = new();
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private readonly List<ScrollContainer> _jobLists = new();
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private readonly Control _base;
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public LateJoinGui()
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{
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MinSize = SetSize = new Vector2(450, 560);
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IoCManager.InjectDependencies(this);
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_sprites = _entitySystem.GetEntitySystem<SpriteSystem>();
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_crewManifest = _entitySystem.GetEntitySystem<CrewManifestSystem>();
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_gameTicker = _entitySystem.GetEntitySystem<ClientGameTicker>();
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_sawmill = _logManager.GetSawmill("latejoin.panel");
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Title = Loc.GetString("late-join-gui-title");
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_base = new BoxContainer()
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{
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Orientation = LayoutOrientation.Vertical,
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VerticalExpand = true,
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};
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ContentsContainer.AddChild(_base);
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_jobRequirements.Updated += RebuildUI;
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RebuildUI();
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SelectedId += x =>
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{
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var (station, jobId) = x;
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_sawmill.Info($"Late joining as ID: {jobId}");
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_consoleHost.ExecuteCommand($"joingame {CommandParsing.Escape(jobId)} {station}");
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Close();
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};
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_gameTicker.LobbyJobsAvailableUpdated += JobsAvailableUpdated;
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}
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private void RebuildUI()
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{
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_base.RemoveAllChildren();
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_jobLists.Clear();
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_jobButtons.Clear();
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_jobCategories.Clear();
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if (!_gameTicker.DisallowedLateJoin && _gameTicker.StationNames.Count == 0)
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_sawmill.Warning("No stations exist, nothing to display in late-join GUI");
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foreach (var (id, name) in _gameTicker.StationNames)
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{
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var jobList = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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Margin = new Thickness(0, 0, 5f, 0),
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};
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var collapseButton = new ContainerButton()
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{
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HorizontalAlignment = HAlignment.Right,
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ToggleMode = true,
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Children =
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{
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new TextureRect
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{
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StyleClasses = { OptionButton.StyleClassOptionTriangle },
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Margin = new Thickness(8, 0),
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HorizontalAlignment = HAlignment.Center,
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VerticalAlignment = VAlignment.Center,
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}
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}
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};
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_base.AddChild(new StripeBack()
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{
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Children =
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{
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new PanelContainer()
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{
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Children =
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{
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new Label()
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{
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StyleClasses = { "LabelBig" },
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Text = name,
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Align = Label.AlignMode.Center,
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},
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collapseButton
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}
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}
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}
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});
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if (_configManager.GetCVar(CCVars.CrewManifestWithoutEntity))
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{
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var crewManifestButton = new Button()
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{
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Text = Loc.GetString("crew-manifest-button-label")
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};
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crewManifestButton.OnPressed += _ => _crewManifest.RequestCrewManifest(id);
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_base.AddChild(crewManifestButton);
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}
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var jobListScroll = new ScrollContainer()
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{
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VerticalExpand = true,
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Children = { jobList },
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Visible = false,
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};
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if (_jobLists.Count == 0)
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jobListScroll.Visible = true;
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_jobLists.Add(jobListScroll);
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_base.AddChild(jobListScroll);
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collapseButton.OnToggled += _ =>
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{
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foreach (var section in _jobLists)
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{
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section.Visible = false;
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}
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jobListScroll.Visible = true;
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};
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var firstCategory = true;
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var departments = _prototypeManager.EnumeratePrototypes<DepartmentPrototype>().ToArray();
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Array.Sort(departments, DepartmentUIComparer.Instance);
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_jobButtons[id] = new Dictionary<string, List<JobButton>>();
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foreach (var department in departments)
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{
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var departmentName = Loc.GetString(department.Name);
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_jobCategories[id] = new Dictionary<string, BoxContainer>();
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var stationAvailable = _gameTicker.JobsAvailable[id];
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var jobsAvailable = new List<JobPrototype>();
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foreach (var jobId in department.Roles)
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{
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if (!stationAvailable.ContainsKey(jobId))
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continue;
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jobsAvailable.Add(_prototypeManager.Index<JobPrototype>(jobId));
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}
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jobsAvailable.Sort(JobUIComparer.Instance);
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// Do not display departments with no jobs available.
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if (jobsAvailable.Count == 0)
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continue;
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var category = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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Name = department.ID,
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ToolTip = Loc.GetString("late-join-gui-jobs-amount-in-department-tooltip",
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("departmentName", departmentName))
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};
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if (firstCategory)
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{
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firstCategory = false;
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}
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else
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{
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category.AddChild(new Control
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{
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MinSize = new Vector2(0, 23),
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});
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}
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category.AddChild(new PanelContainer
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{
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Children =
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{
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new Label
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{
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StyleClasses = { "LabelBig" },
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Text = Loc.GetString("late-join-gui-department-jobs-label", ("departmentName", departmentName))
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}
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}
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});
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_jobCategories[id][department.ID] = category;
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jobList.AddChild(category);
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foreach (var prototype in jobsAvailable)
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{
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var value = stationAvailable[prototype.ID];
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var jobLabel = new Label
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{
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Margin = new Thickness(5f, 0, 0, 0)
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};
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var jobButton = new JobButton(jobLabel, prototype.ID, prototype.LocalizedName, value);
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var jobSelector = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal,
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HorizontalExpand = true
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};
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var icon = new TextureRect
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{
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TextureScale = new Vector2(2, 2),
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VerticalAlignment = VAlignment.Center
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};
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var jobIcon = _prototypeManager.Index(prototype.Icon);
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icon.Texture = _sprites.Frame0(jobIcon.Icon);
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jobSelector.AddChild(icon);
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jobSelector.AddChild(jobLabel);
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jobButton.AddChild(jobSelector);
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category.AddChild(jobButton);
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jobButton.OnPressed += _ => SelectedId.Invoke((id, jobButton.JobId));
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if (!_jobRequirements.IsAllowed(prototype, (HumanoidCharacterProfile?)_preferencesManager.Preferences?.SelectedCharacter, out var reason))
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{
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jobButton.Disabled = true;
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if (!reason.IsEmpty)
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{
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var tooltip = new Tooltip();
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tooltip.SetMessage(reason);
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jobButton.TooltipSupplier = _ => tooltip;
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}
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jobSelector.AddChild(new TextureRect
|
|
{
|
|
TextureScale = new Vector2(0.4f, 0.4f),
|
|
Stretch = TextureRect.StretchMode.KeepCentered,
|
|
Texture = _sprites.Frame0(new SpriteSpecifier.Texture(new ("/Textures/Interface/Nano/lock.svg.192dpi.png"))),
|
|
HorizontalExpand = true,
|
|
HorizontalAlignment = HAlignment.Right,
|
|
});
|
|
}
|
|
else if (value == 0)
|
|
{
|
|
jobButton.Disabled = true;
|
|
}
|
|
|
|
if (!_jobButtons[id].ContainsKey(prototype.ID))
|
|
{
|
|
_jobButtons[id][prototype.ID] = new List<JobButton>();
|
|
}
|
|
|
|
_jobButtons[id][prototype.ID].Add(jobButton);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void JobsAvailableUpdated(IReadOnlyDictionary<NetEntity, Dictionary<ProtoId<JobPrototype>, int?>> updatedJobs)
|
|
{
|
|
foreach (var stationEntries in updatedJobs)
|
|
{
|
|
if (_jobButtons.ContainsKey(stationEntries.Key))
|
|
{
|
|
var jobsAvailable = stationEntries.Value;
|
|
|
|
var existingJobEntries = _jobButtons[stationEntries.Key];
|
|
foreach (var existingJobEntry in existingJobEntries)
|
|
{
|
|
if (jobsAvailable.ContainsKey(existingJobEntry.Key))
|
|
{
|
|
var updatedJobValue = jobsAvailable[existingJobEntry.Key];
|
|
foreach (var matchingJobButton in existingJobEntry.Value)
|
|
{
|
|
if (matchingJobButton.Amount != updatedJobValue)
|
|
{
|
|
matchingJobButton.RefreshLabel(updatedJobValue);
|
|
matchingJobButton.Disabled |= matchingJobButton.Amount == 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override void Dispose(bool disposing)
|
|
{
|
|
base.Dispose(disposing);
|
|
|
|
if (disposing)
|
|
{
|
|
_jobRequirements.Updated -= RebuildUI;
|
|
_gameTicker.LobbyJobsAvailableUpdated -= JobsAvailableUpdated;
|
|
_jobButtons.Clear();
|
|
_jobCategories.Clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
sealed class JobButton : ContainerButton
|
|
{
|
|
public Label JobLabel { get; }
|
|
public string JobId { get; }
|
|
public string JobLocalisedName { get; }
|
|
public int? Amount { get; private set; }
|
|
private bool _initialised = false;
|
|
|
|
public JobButton(Label jobLabel, ProtoId<JobPrototype> jobId, string jobLocalisedName, int? amount)
|
|
{
|
|
JobLabel = jobLabel;
|
|
JobId = jobId;
|
|
JobLocalisedName = jobLocalisedName;
|
|
RefreshLabel(amount);
|
|
AddStyleClass(StyleClassButton);
|
|
_initialised = true;
|
|
}
|
|
|
|
public void RefreshLabel(int? amount)
|
|
{
|
|
if (Amount == amount && _initialised)
|
|
{
|
|
return;
|
|
}
|
|
Amount = amount;
|
|
|
|
JobLabel.Text = Amount != null ?
|
|
Loc.GetString("late-join-gui-job-slot-capped", ("jobName", JobLocalisedName), ("amount", Amount)) :
|
|
Loc.GetString("late-join-gui-job-slot-uncapped", ("jobName", JobLocalisedName));
|
|
}
|
|
}
|
|
}
|