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

@@ -5,21 +5,50 @@ namespace Content.Shared.GameObjects
{
public abstract class Inventory
{
abstract public int Columns { get; }
public abstract int Columns { get; }
abstract public List<Slots> SlotMasks { get; }
public abstract IReadOnlyList<Slots> SlotMasks { get; }
/// <summary>
/// Gets the drawing order of a slot.
/// </summary>
/// <returns>
/// An int that can be used for sorting relative to other drawing orders.
/// The value returned does not mean anything else.
/// </returns>
public abstract int SlotDrawingOrder(Slots slot);
}
public class HumanInventory : Inventory
{
public override int Columns => 3;
public override List<Slots> SlotMasks => new List<Slots>()
{
Slots.EYES, Slots.HEAD, Slots.EARS,
Slots.OUTERCLOTHING, Slots.MASK, Slots.INNERCLOTHING,
Slots.BACKPACK, Slots.BELT, Slots.GLOVES,
Slots.NONE, Slots.SHOES, Slots.IDCARD
};
private static Dictionary<Slots, int> _slotDrawingOrder = new Dictionary<Slots, int>
{
{Slots.HEAD, 10},
{Slots.MASK, 9},
{Slots.EARS, 8},
{Slots.BACKPACK, 7},
{Slots.EYES, 6},
{Slots.OUTERCLOTHING, 5},
{Slots.BELT, 4},
{Slots.GLOVES, 3},
{Slots.SHOES, 2},
{Slots.IDCARD, 1},
{Slots.INNERCLOTHING, 0}
};
public override IReadOnlyList<Slots> SlotMasks { get; } = new List<Slots>()
{
Slots.EYES, Slots.HEAD, Slots.EARS,
Slots.OUTERCLOTHING, Slots.MASK, Slots.INNERCLOTHING,
Slots.BACKPACK, Slots.BELT, Slots.GLOVES,
Slots.NONE, Slots.SHOES, Slots.IDCARD
};
public override int SlotDrawingOrder(Slots slot)
{
return _slotDrawingOrder.TryGetValue(slot, out var val) ? val : 0;
}
}
}