Species Component (#130)

* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
This commit is contained in:
clusterfack
2018-12-13 07:47:19 -06:00
committed by Pieter-Jan Briers
parent b8becf4a56
commit 37df61113e
52 changed files with 1172 additions and 183 deletions

View File

@@ -0,0 +1,108 @@
using Content.Client.GameObjects.Components.Mobs;
using Content.Shared.Input;
using SS14.Client.Interfaces.Input;
using SS14.Client.UserInterface.CustomControls;
using SS14.Shared.GameObjects;
using SS14.Shared.Input;
using SS14.Shared.IoC;
using SS14.Shared.Utility;
using System.Collections.Generic;
using System.Linq;
namespace Content.Client.GameObjects.Components.Actor
{
/// <summary>
/// A semi-abstract component which gets added to entities upon attachment and collects all character
/// user interfaces into a single window and keybind for the user
/// </summary>
public class CharacterInterface : Component
{
public override string Name => "Character Interface Component";
/// <summary>
/// Stored keybind to open the menu on keypress
/// </summary>
private InputCmdHandler _openMenuCmdHandler;
/// <summary>
/// Window to hold each of the character interfaces
/// </summary>
private SS14Window _window;
/// <summary>
/// Create the window with all character UIs and bind it to a keypress
/// </summary>
public override void Initialize()
{
base.Initialize();
//Use all the character ui interfaced components to create the character window
var UIcomponents = Owner.GetAllComponents<ICharacterUI>();
_window = new CharacterWindow(UIcomponents);
//Add to screen the window and hide it
_window.AddToScreen();
_window.Close();
//Toggle window visible/invisible on keypress
_openMenuCmdHandler = InputCmdHandler.FromDelegate(session => {
if (_window.Visible)
{
_window.Close();
}
else
{
_window.Open();
}
});
//Set keybind to open character menu
var inputMgr = IoCManager.Resolve<IInputManager>();
inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, _openMenuCmdHandler);
}
/// <summary>
/// Dispose of window and the keypress binding
/// </summary>
public override void OnRemove()
{
base.OnRemove();
_window.Dispose();
_window = null;
var inputMgr = IoCManager.Resolve<IInputManager>();
inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, null);
}
/// <summary>
/// A window that collects and shows all the individual character user interfaces
/// </summary>
public class CharacterWindow : SS14Window
{
protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Mobs/CharacterWindow.tscn");
public CharacterWindow(IEnumerable<ICharacterUI> windowcomponents)
{
//TODO: sort window components by priority of window component
foreach(var element in windowcomponents.OrderByDescending(x => x.Priority))
{
Contents.AddChild(element.Scene);
}
HideOnClose = true;
}
}
}
/// <summary>
/// Determines ordering of the character user interface, small values come sooner
/// </summary>
public enum UIPriority
{
First = 0,
Species = 100,
Inventory = 200,
Last = 99999
}
}