Refactor SpeciesUI into overlay and status effects (#381)
* Refactor SpeciesUI into overlay and status effects All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think. * Change overlay / status effects to use states * Change TryRemoveStatus to RemoveStatus Doesn't return a bool so not trying. Addressing PJB's feedback.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
6497cdf8ff
commit
12cf5559c2
@@ -0,0 +1,107 @@
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using System.Collections.Generic;
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using Content.Client.Graphics.Overlays;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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namespace Content.Client.GameObjects
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{
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/// <summary>
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/// A character UI component which shows the current damage state of the mob (living/dead)
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedOverlayEffectsComponent))]
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public sealed class ClientOverlayEffectsComponent : SharedOverlayEffectsComponent//, ICharacterUI
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{
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/// <summary>
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/// An enum representing the current state being applied to the user
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/// </summary>
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private ScreenEffects _currentEffect = ScreenEffects.None;
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#pragma warning disable 649
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// Required dependencies
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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#pragma warning restore 649
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/// <summary>
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/// Holds the screen effects that can be applied mapped ot their relevant overlay
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/// </summary>
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private Dictionary<ScreenEffects, Overlay> _effectsDictionary;
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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/// </summary>
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private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
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public override void OnAdd()
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{
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base.OnAdd();
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_effectsDictionary = new Dictionary<ScreenEffects, Overlay>()
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{
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{ ScreenEffects.CircleMask, new CircleMaskOverlay() },
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{ ScreenEffects.GradientCircleMask, new GradientCircleMask() }
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};
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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switch (message)
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{
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case PlayerAttachedMsg _:
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SetOverlay(_currentEffect);
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break;
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is OverlayEffectComponentState state) || _currentEffect == state.ScreenEffect) return;
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SetOverlay(state.ScreenEffect);
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}
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private void SetOverlay(ScreenEffects effect)
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{
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RemoveOverlay();
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_currentEffect = effect;
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ApplyOverlay();
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}
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private void RemoveOverlay()
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{
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if (CurrentlyControlled && _currentEffect != ScreenEffects.None)
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{
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var appliedEffect = _effectsDictionary[_currentEffect];
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_overlayManager.RemoveOverlay(appliedEffect.ID);
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}
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_currentEffect = ScreenEffects.None;
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}
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private void ApplyOverlay()
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{
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if (CurrentlyControlled && _currentEffect != ScreenEffects.None)
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{
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var overlay = _effectsDictionary[_currentEffect];
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if (_overlayManager.HasOverlay(overlay.ID))
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{
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return;
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}
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_overlayManager.AddOverlay(overlay);
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Logger.InfoS("overlay", $"Changed overlay to {overlay}");
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}
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}
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}
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}
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