Delta-v/Content.Client/GameObjects/Components
moneyl 1b7860aeda
Add injectors + injected reagent metabolism via BloodstreamCompo… (#730)
* Add BloodstreamComponent and BloodstreamSystem

New component for metabolizing reagents that other organs like the stomach pass their input reagents to.

* Change StomachComponent to put ingested reagents in bloodstream after delay

Now StomachComponent does not metabolize any reagents. Instead, it tracks how long each reagent has been inside it, and once they pass "digestionDelay" they'll be put inside the bloodstream, where the bloodstream will handle metabolism of the reagent.

* Add reagent injectors

Injects reagents straight into the bloodstream when used on mobs with bloodstreams. Also allows draw/inject from beakers. Does not support drawing blood/reagents from the bloodstream yet.

* Address code review

Make use of `Loc` static class instead of using `ILocalizationManager`. Localize InjectorToggleMode enum properly.
2020-02-24 01:47:33 +01:00
..
Access Move access levels to prototypes. 2020-01-19 18:30:09 +01:00
Actor Fixes ICharacterUI scene controls getting disposed when CharacterInterface is removed. 2020-01-24 00:54:17 +01:00
Cargo Implement Cargo Console (#413) 2019-11-22 01:37:14 +01:00
Chemistry Add injectors + injected reagent metabolism via BloodstreamCompo… (#730) 2020-02-24 01:47:33 +01:00
Clothing Removed the `StateType` property from every component. This field was completely unused except for a debug assertion. 2020-01-24 14:10:36 -08:00
Construction API changes, renamed SpawnEntityAt to SpawnEntity. 2020-01-24 16:10:48 -08:00
Doors Correctly implement opening animation for airlocks with open maintenance panel. 2019-10-14 00:20:01 +02:00
HUD/Inventory Implement female uniform masking. 2020-01-21 18:11:15 +01:00
IconSmoothing SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem. 2020-02-19 17:08:59 -08:00
Instruments Fixed a bunch of unused variables warnings (#492) 2019-12-15 14:12:23 +01:00
Items Removed the `StateType` property from every component. This field was completely unused except for a debug assertion. 2020-01-24 14:10:36 -08:00
MedicalScanner UI Layout v2. (#489) 2019-12-05 16:00:03 +01:00
Mobs Fix ClientStatusEffectsComponent breaking after re-attaching to mob. 2020-02-13 23:18:53 +01:00
Movement Add basic teleportation and portals (#269) 2019-07-19 10:09:33 +02:00
Nutrition Rider static analysis (#433) 2019-11-13 23:37:46 +01:00
Paper Paper and pen (#582) 2020-02-12 00:01:05 +01:00
Power UI Layout v2. (#489) 2019-12-05 16:00:03 +01:00
Research UI Layout v2. (#489) 2019-12-05 16:00:03 +01:00
Sound Rider static analysis (#433) 2019-11-13 23:37:46 +01:00
Storage Added a button to add entities to storage items (#709) 2020-02-17 00:19:35 +01:00
Trigger Explosions and Grenades, Triggers, OnDestroy, OnExAct, Fueltanks and destructible tables (#247) 2019-06-07 13:15:20 +02:00
VendingMachines Rider static analysis (#433) 2019-11-13 23:37:46 +01:00
Weapons Adds test to make sure that calling IComponent.HandleComponentState() with null states does not throw an exception. 2020-02-09 02:28:47 -08:00
Wires Rider static analysis (#433) 2019-11-13 23:37:46 +01:00
AnimationsTestComponent.cs Property animations test component. (#340) 2019-09-18 22:14:21 +02:00
ComputerVisualizer2D.cs Eris computer sprites, visualizer. 2019-08-12 18:43:24 +02:00
DamageableComponent.cs Rider static analysis (#433) 2019-11-13 23:37:46 +01:00
HandheldLightComponent.cs Adds test to make sure that calling IComponent.HandleComponentState() with null states does not throw an exception. 2020-02-09 02:28:47 -08:00
IItemStatus.cs Item status! 2020-01-09 00:28:04 +01:00
InteractionOutlineComponent.cs Outlines moved to InteractionOutlineComponent, now change color when in interaction range. 2019-12-06 02:08:17 +01:00
LowWallComponent.cs Fix low wall layering. 2019-12-24 13:40:13 +01:00
MagicMirrorBoundUserInterface.cs Implemented random character creation (#548) 2020-01-24 00:56:26 +01:00
StackComponent.cs Adds test to make sure that calling IComponent.HandleComponentState() with null states does not throw an exception. 2020-02-09 02:28:47 -08:00
SubFloorHideComponent.cs SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem. 2020-02-19 17:08:59 -08:00
WelderComponent.cs Adds test to make sure that calling IComponent.HandleComponentState() with null states does not throw an exception. 2020-02-09 02:28:47 -08:00
WindowComponent.cs SubscribeEvent() has been split into SubscribeNetworkEvent() and SubscribeLocalEvent() methods on EntitySystem. 2020-02-19 17:08:59 -08:00