Equipment & inhands. (#110)

* Equipment WiP

* Equipment's starting to work.

* Equipment works properly 100% now.

* Inhands work.

Also more clothes.
This commit is contained in:
Pieter-Jan Briers
2018-09-19 18:54:04 +02:00
committed by GitHub
parent c612806ef1
commit 74541e23a4
97 changed files with 1094 additions and 273 deletions

View File

@@ -6,46 +6,118 @@ using SS14.Client.Interfaces.Input;
using SS14.Client.UserInterface;
using SS14.Client.UserInterface.Controls;
using SS14.Client.UserInterface.CustomControls;
using SS14.Shared.ContentPack;
using SS14.Shared.GameObjects;
using SS14.Shared.Input;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Maths;
using SS14.Shared.Serialization;
using SS14.Shared.Utility;
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Client.GameObjects.Components.Clothing;
using SS14.Shared.Interfaces.Reflection;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
using static Content.Shared.GameObjects.SharedInventoryComponent.ServerInventoryMessage;
namespace Content.Client.GameObjects
{
public class ClientInventoryComponent : SharedInventoryComponent
{
private InventoryWindow Window;
private string TemplateName = "HumanInventory"; //stored for serialization purposes
private Dictionary<Slots, IEntity> _slots = new Dictionary<Slots, IEntity>();
private InventoryWindow _window;
private string _templateName = "HumanInventory"; //stored for serialization purposes
private InputCmdHandler _openMenuCmdHandler;
private Inventory _inventory;
private ISpriteComponent _sprite;
public override void OnRemove()
{
base.OnRemove();
Window.Dispose();
_window.Dispose();
}
public override void OnAdd()
{
base.OnAdd();
_openMenuCmdHandler = InputCmdHandler.FromDelegate(session => { _window.AddToScreen(); _window.Open(); });
}
public override void Initialize()
{
base.Initialize();
var reflectionManager = IoCManager.Resolve<IReflectionManager>();
var type = reflectionManager.LooseGetType(_templateName);
DebugTools.Assert(type != null);
_inventory = (Inventory)Activator.CreateInstance(type);
_window = new InventoryWindow(this);
_window.CreateInventory(_inventory);
if (Owner.TryGetComponent(out _sprite))
{
foreach (var mask in _inventory.SlotMasks.OrderBy(s => _inventory.SlotDrawingOrder(s)))
{
if (mask == Slots.NONE)
{
continue;
}
_sprite.LayerMapReserveBlank(mask);
}
}
// Component state already came in but we couldn't set anything visually because, well, we didn't initialize yet.
foreach (var (slot, entity) in _slots)
{
_setSlot(slot, entity);
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
Window = new InventoryWindow(this);
_openMenuCmdHandler = InputCmdHandler.FromDelegate(session => { Window.AddToScreen(); Window.Open(); });
serializer.DataField(ref TemplateName, "Template", "HumanInventory");
Window.CreateInventory(TemplateName);
serializer.DataField(ref _templateName, "Template", "HumanInventory");
}
public override void HandleComponentState(ComponentState state)
{
base.HandleComponentState(state);
var cast = (InventoryComponentState) state;
var doneSlots = new HashSet<Slots>();
var entityManager = IoCManager.Resolve<IEntityManager>();
foreach (var (slot, entityUid) in cast.Entities)
{
if (_slots.ContainsKey(slot))
{
_slots.Remove(slot);
_clearSlot(slot);
}
var entity = entityManager.GetEntity(entityUid);
_slots[slot] = entity;
_setSlot(slot, entity);
doneSlots.Add(slot);
}
foreach (var slot in _slots.Keys.ToList())
{
if (!doneSlots.Contains(slot))
{
_clearSlot(slot);
_slots.Remove(slot);
}
}
}
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
@@ -53,18 +125,6 @@ namespace Content.Client.GameObjects
var inputMgr = IoCManager.Resolve<IInputManager>();
switch (message)
{
//Updates what we are storing in UI slots
case ServerInventoryMessage msg:
if (msg.Updatetype == ServerInventoryUpdate.Addition)
{
Window.AddToSlot(msg);
}
else if (msg.Updatetype == ServerInventoryUpdate.Removal)
{
Window.RemoveFromSlot(msg);
}
break;
case PlayerAttachedMsg _:
inputMgr.SetInputCommand(ContentKeyFunctions.OpenCharacterMenu, _openMenuCmdHandler);
break;
@@ -75,6 +135,34 @@ namespace Content.Client.GameObjects
}
}
private void _setSlot(Slots slot, IEntity entity)
{
if (_sprite != null && entity.TryGetComponent(out ClothingComponent clothing))
{
var flag = SlotMasks[slot];
var data = clothing.GetEquippedStateInfo(flag);
if (data == null)
{
_sprite.LayerSetVisible(slot, false);
}
else
{
var (rsi, state) = data.Value;
_sprite.LayerSetVisible(slot, true);
_sprite.LayerSetRSI(slot, rsi);
_sprite.LayerSetState(slot, state);
}
}
_window?.AddToSlot(slot, entity);
}
private void _clearSlot(Slots slot)
{
_window?.RemoveFromSlot(slot);
_sprite?.LayerSetVisible(slot, false);
}
public void SendUnequipMessage(Slots slot)
{
var unequipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Unequip);
@@ -109,14 +197,10 @@ namespace Content.Client.GameObjects
}
/// <summary>
/// Creates a grid container filled with slot buttons loaded from an inventory template
/// Creates a grid container filled with slot buttons loaded from an inventory template
/// </summary>
/// <param name="TemplateName"></param>
public void CreateInventory(string TemplateName)
public void CreateInventory(Inventory inventory)
{
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Shared").GetType("Content.Shared.GameObjects." + TemplateName);
Inventory inventory = (Inventory)Activator.CreateInstance(type);
elements_x = inventory.Columns;
GridContainer = (GridContainer)Contents.GetChild("PanelContainer").GetChild("CenterContainer").GetChild("GridContainer");
@@ -151,14 +235,11 @@ namespace Content.Client.GameObjects
/// <summary>
/// Adds the item we have equipped to the slot texture and prepares the slot button for removal
/// </summary>
/// <param name="message"></param>
public void AddToSlot(ServerInventoryMessage message)
public void AddToSlot(Slots slot, IEntity entity)
{
InventoryButton button = InventorySlots[message.Inventoryslot];
var entity = IoCManager.Resolve<IEntityManager>().GetEntity(message.EntityUid);
var button = InventorySlots[slot];
button.EntityUid = message.EntityUid;
var container = button.GetChild("CenterContainer");
button.EntityUid = entity.Uid;
button.GetChild<Button>("Button").OnPressed += RemoveFromInventory;
button.GetChild<Button>("Button").OnPressed -= AddToInventory;
@@ -187,10 +268,9 @@ namespace Content.Client.GameObjects
/// <summary>
/// Remove element from the UI and update its button to blank texture and prepare for insertion again
/// </summary>
/// <param name="message"></param>
public void RemoveFromSlot(ServerInventoryMessage message)
public void RemoveFromSlot(Slots slot)
{
InventoryButton button = InventorySlots[message.Inventoryslot];
var button = InventorySlots[slot];
button.GetChild<SpriteView>("SpriteView").Sprite = null;
button.EntityUid = EntityUid.Invalid;
button.GetChild<Button>("Button").OnPressed -= RemoveFromInventory;