Fixed HandsGui and added an icon to access worn inventories (#279)

* Fixed HandsGui children so that HandsGui is clickable

* Added TextureButton for opening Storage items

* Update ClientInventoryComponent.cs

Fixed HandleComponentState so that it only updates the inventory when there are changes.

* Implemented storage button on Inventory

Adds a small button on the bottom right of Storage items when inside the inventory. When the button is pressed it opens the Storage UI.
This commit is contained in:
ShadowCommander
2019-07-31 16:38:24 -07:00
committed by Pieter-Jan Briers
parent 1d9d01b355
commit 151d3a3672
8 changed files with 84 additions and 21 deletions

View File

@@ -34,6 +34,7 @@ namespace Content.Server.GameObjects
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IPlayerManager _playerManager;
[Dependency] private readonly IEntityManager _entityManager;
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
#pragma warning restore 649
private Container storage;
@@ -174,12 +175,18 @@ namespace Content.Server.GameObjects
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
_ensureInitialCalculated();
var user_session = eventArgs.User.GetComponent<BasicActorComponent>().playerSession;
OpenStorageUI(eventArgs.User);
return false;
}
public void OpenStorageUI(IEntity Character)
{
_ensureInitialCalculated();
var user_session = Character.GetComponent<BasicActorComponent>().playerSession;
Logger.DebugS("Storage", "Storage (UID {0}) \"used\" by player session (UID {1}).", Owner.Uid, user_session.AttachedEntityUid);
SubscribeSession(user_session);
SendNetworkMessage(new OpenStorageUIMessage(), user_session.ConnectedClient);
UpdateClientInventory(user_session);
return false;
}
/// <summary>
@@ -301,16 +308,15 @@ namespace Content.Server.GameObjects
entity.GetComponent<ITransformComponent>().WorldPosition = ourtransform.WorldPosition;
}
}
}
break;
}
case CloseStorageUIMessage _:
{
var session = _playerManager.GetSessionByChannel(netChannel);
UnsubscribeSession(session);
}
break;
}
}
}