Fix broken layer hiding on clothes with multiple equipment slots (#34080)
* Fix broken layer hiding on clothes with multiple equipment slots * Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more precise layer hide behavior and more CPU efficient layer toggling. * Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask) Add documentation Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage * Fix the delayed snout bug * Misc cleanup * Make `bool permanent` implicit from SlotFlags any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg. * Split into separate system Too much pasta * Remove (hopefully unnecessary) refresh * Fisk mask networking AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Keep old behaviour, use clearer names? I'm just guessing at what this was meant to do * english * Separate slot name & flag * dirty = true * fix comment * Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr * Only set mask toggled if DisableOnFold is true * FoldableClothingSystem fixes * fix bandana state * Better comment --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This commit is contained in:
@@ -2,6 +2,7 @@ using Content.Shared.CCVar;
|
||||
using Content.Shared.Humanoid;
|
||||
using Content.Shared.Humanoid.Markings;
|
||||
using Content.Shared.Humanoid.Prototypes;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Preferences;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Shared.Configuration;
|
||||
@@ -48,7 +49,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
|
||||
}
|
||||
|
||||
private static bool IsHidden(HumanoidAppearanceComponent humanoid, HumanoidVisualLayers layer)
|
||||
=> humanoid.HiddenLayers.Contains(layer) || humanoid.PermanentlyHidden.Contains(layer);
|
||||
=> humanoid.HiddenLayers.ContainsKey(layer) || humanoid.PermanentlyHidden.Contains(layer);
|
||||
|
||||
private void UpdateLayers(HumanoidAppearanceComponent component, SpriteComponent sprite)
|
||||
{
|
||||
@@ -203,7 +204,7 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
|
||||
|
||||
humanoid.MarkingSet = markings;
|
||||
humanoid.PermanentlyHidden = new HashSet<HumanoidVisualLayers>();
|
||||
humanoid.HiddenLayers = new HashSet<HumanoidVisualLayers>();
|
||||
humanoid.HiddenLayers = new Dictionary<HumanoidVisualLayers, SlotFlags>();
|
||||
humanoid.CustomBaseLayers = customBaseLayers;
|
||||
humanoid.Sex = profile.Sex;
|
||||
humanoid.Gender = profile.Gender;
|
||||
@@ -391,23 +392,21 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
|
||||
}
|
||||
}
|
||||
|
||||
protected override void SetLayerVisibility(
|
||||
EntityUid uid,
|
||||
HumanoidAppearanceComponent humanoid,
|
||||
public override void SetLayerVisibility(
|
||||
Entity<HumanoidAppearanceComponent> ent,
|
||||
HumanoidVisualLayers layer,
|
||||
bool visible,
|
||||
bool permanent,
|
||||
SlotFlags? slot,
|
||||
ref bool dirty)
|
||||
{
|
||||
base.SetLayerVisibility(uid, humanoid, layer, visible, permanent, ref dirty);
|
||||
base.SetLayerVisibility(ent, layer, visible, slot, ref dirty);
|
||||
|
||||
var sprite = Comp<SpriteComponent>(uid);
|
||||
var sprite = Comp<SpriteComponent>(ent);
|
||||
if (!sprite.LayerMapTryGet(layer, out var index))
|
||||
{
|
||||
if (!visible)
|
||||
return;
|
||||
else
|
||||
index = sprite.LayerMapReserveBlank(layer);
|
||||
index = sprite.LayerMapReserveBlank(layer);
|
||||
}
|
||||
|
||||
var spriteLayer = sprite[index];
|
||||
@@ -417,13 +416,14 @@ public sealed class HumanoidAppearanceSystem : SharedHumanoidAppearanceSystem
|
||||
spriteLayer.Visible = visible;
|
||||
|
||||
// I fucking hate this. I'll get around to refactoring sprite layers eventually I swear
|
||||
// Just a week away...
|
||||
|
||||
foreach (var markingList in humanoid.MarkingSet.Markings.Values)
|
||||
foreach (var markingList in ent.Comp.MarkingSet.Markings.Values)
|
||||
{
|
||||
foreach (var marking in markingList)
|
||||
{
|
||||
if (_markingManager.TryGetMarking(marking, out var markingPrototype) && markingPrototype.BodyPart == layer)
|
||||
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, humanoid, sprite);
|
||||
ApplyMarking(markingPrototype, marking.MarkingColors, marking.Visible, ent, sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user