59 lines
1.5 KiB
C#
59 lines
1.5 KiB
C#
using Content.Shared.Access.Systems;
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using Content.Shared.Shipyard;
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using Content.Shared.Whitelist;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Client.DeltaV.Shipyard.UI;
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public sealed class ShipyardConsoleBoundUserInterface : BoundUserInterface
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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private readonly AccessReaderSystem _access;
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[ViewVariables]
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private ShipyardConsoleMenu? _menu;
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public ShipyardConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
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{
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_access = EntMan.System<AccessReaderSystem>();
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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 ShipyardConsoleMenu(Owner, _proto, EntMan, _player, _access, _whitelistSystem);
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_menu.OpenCentered();
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_menu.OnClose += Close;
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_menu.OnPurchased += Purchase;
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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 ShipyardConsoleState cast)
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return;
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_menu?.UpdateState(cast);
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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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_menu?.Dispose();
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}
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private void Purchase(string id)
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{
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SendMessage(new ShipyardConsolePurchaseMessage(id));
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}
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}
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