* Initial Commit * Unfinished * Continuing, more abilities * Remove necromicon healing * oops * Continuing * Continuing * Checkpoint incase i need to undo something * Rewrite to use event per power, working passives * refactor fixes * so many fixes * some fixes * some fixes * new textures, status icon * vampire antag role, mind role * проверку на дауна вызывали?(если Null, у сервера ступор головного фатала) * fix 1 * fix 2 * fix fatal, fix build * breafing audio * fix icons style, store in action * clear store things, add gamerule, mid round game rule * some rework * clear any store systems * clear x2 * if you have 150 Blood Essence, you get mutation * upd * some changes * simple mutation menu * я вот сижу, в 12 ночи, пишу какую-то очередную хуйню, вместо приятного сна... * upd * normal mutations menu * actions translate * None type, base actions list * passive abilities * ability earning * fix * translate vampire preset * translate vampire mutations menu * mutations menu textures * disable some * ДРАНЫЙ БРИФ ФАТАЛКУ ПО ПРИКОЛУ БЕЕМ * game preset * mutation can infinity changed * fix * fully rework abilities update system * gargantua info * update ignore list * fix gargantua passives * vampire objectives * new icons * balance * fix * upd objectives * fix metabolizer type, balance 2 * fix metabolizer type 2 * fix syntax * clear translation * xd * update * round end info * fix * drain objective fix * fix * fix syntax * fix * clear --------- Co-authored-by: Rainfey <rainfey0+github@gmail.com>
42 lines
No EOL
1.2 KiB
C#
42 lines
No EOL
1.2 KiB
C#
using Content.Shared.Vampire;
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using Content.Shared.Vampire.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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namespace Content.Client.Vampire;
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[UsedImplicitly]
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public sealed class VampireMutationBoundUserInterface : BoundUserInterface
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{
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[ViewVariables]
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private VampireMutationMenu? _menu;
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public VampireMutationBoundUserInterface(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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_menu = new VampireMutationMenu();
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_menu.OnClose += Close;
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_menu.OnIdSelected += OnIdSelected;
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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 VampireMutationBoundUserInterfaceState st)
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return;
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_menu?.UpdateState(st.MutationList, st.SelectedMutation);
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}
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private void OnIdSelected(VampireMutationsType selectedId)
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{
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SendMessage(new VampireMutationPrototypeSelectedMessage(selectedId));
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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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{
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_menu?.Close();
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_menu = null;
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}
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}
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} |