using Barotrauma.Networking; using Lidgren.Network; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace Barotrauma.Items.Components { partial class Deconstructor : Powered, IServerSerializable, IClientSerializable { GUIProgressBar progressBar; GUIButton activateButton; public override void DrawHUD(SpriteBatch spriteBatch, Character character) { GuiFrame.Draw(spriteBatch); } public override void AddToGUIUpdateList() { GuiFrame.AddToGUIUpdateList(); } public override void UpdateHUD(Character character) { GuiFrame.Update((float)Timing.Step); } private bool ToggleActive(GUIButton button, object obj) { SetActive(!IsActive, Character.Controlled); currPowerConsumption = IsActive ? powerConsumption : 0.0f; if (GameMain.Server != null) { item.CreateServerEvent(this); } else if (GameMain.Client != null) { item.CreateClientEvent(this); } return true; } public void ClientWrite(NetBuffer msg, object[] extraData = null) { msg.Write(IsActive); } public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime) { SetActive(msg.ReadBoolean()); } } }