Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
This commit is contained in:
@@ -1,9 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects
|
||||
namespace Content.Shared.GameObjects.Components.Items
|
||||
{
|
||||
public abstract class SharedHandsComponent : Component
|
||||
{
|
||||
@@ -11,14 +13,31 @@ namespace Content.Shared.GameObjects
|
||||
public sealed override uint? NetID => ContentNetIDs.HANDS;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class SharedHand
|
||||
{
|
||||
public readonly int Index;
|
||||
public readonly string Name;
|
||||
public readonly EntityUid? EntityUid;
|
||||
public readonly HandLocation Location;
|
||||
|
||||
public SharedHand(int index, string name, EntityUid? entityUid, HandLocation location)
|
||||
{
|
||||
Index = index;
|
||||
Name = name;
|
||||
EntityUid = entityUid;
|
||||
Location = location;
|
||||
}
|
||||
}
|
||||
|
||||
// The IDs of the items get synced over the network.
|
||||
[Serializable, NetSerializable]
|
||||
public class HandsComponentState : ComponentState
|
||||
{
|
||||
public readonly Dictionary<string, EntityUid> Hands;
|
||||
public readonly SharedHand[] Hands;
|
||||
public readonly string ActiveIndex;
|
||||
|
||||
public HandsComponentState(Dictionary<string, EntityUid> hands, string activeIndex) : base(ContentNetIDs.HANDS)
|
||||
public HandsComponentState(SharedHand[] hands, string activeIndex) : base(ContentNetIDs.HANDS)
|
||||
{
|
||||
Hands = hands;
|
||||
ActiveIndex = activeIndex;
|
||||
@@ -75,4 +94,11 @@ namespace Content.Shared.GameObjects
|
||||
Index = index;
|
||||
}
|
||||
}
|
||||
|
||||
public enum HandLocation : byte
|
||||
{
|
||||
Left,
|
||||
Middle,
|
||||
Right
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user