Grid inventory fixes (#22161)
* Gridinv fixes * eek * oh yeah this too * eek
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@@ -1,9 +1,7 @@
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using System.Linq;
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using System.Numerics;
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using Content.Client.Items.Systems;
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using Content.Shared.Item;
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using Content.Shared.Storage;
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using Content.Shared.Storage.EntitySystems;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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@@ -12,8 +10,7 @@ namespace Content.Client.UserInterface.Systems.Storage.Controls;
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public sealed class ItemGridPiece : Control
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{
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private readonly ItemSystem _itemSystem;
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private readonly SpriteSystem _spriteSystem;
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private readonly IEntityManager _entityManager;
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private readonly StorageUIController _storageController;
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private readonly List<(Texture, Vector2)> _texturesPositions = new();
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@@ -49,8 +46,7 @@ public sealed class ItemGridPiece : Control
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{
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IoCManager.InjectDependencies(this);
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_itemSystem = entityManager.System<ItemSystem>();
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_spriteSystem = entityManager.System<SpriteSystem>();
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_entityManager = entityManager;
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_storageController = UserInterfaceManager.GetUIController<StorageUIController>();
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Entity = entity.Owner;
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@@ -81,10 +77,17 @@ public sealed class ItemGridPiece : Control
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{
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base.Draw(handle);
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// really just an "oh shit" catch.
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if (!_entityManager.EntityExists(Entity))
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{
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Dispose();
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return;
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}
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if (_storageController.IsDragging && _storageController.CurrentlyDragging == this)
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return;
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var adjustedShape = _itemSystem.GetAdjustedItemShape((Entity, null), Location.Rotation, Vector2i.Zero);
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var adjustedShape = _entityManager.System<ItemSystem>().GetAdjustedItemShape((Entity, null), Location.Rotation, Vector2i.Zero);
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var boundingGrid = adjustedShape.GetBoundingBox();
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var size = _centerTexture!.Size * 2 * UIScale;
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@@ -130,7 +133,7 @@ public sealed class ItemGridPiece : Control
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var iconOffset = new Vector2((boundingGrid.Width + 1) * size.X ,
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(boundingGrid.Height + 1) * size.Y);
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_spriteSystem.ForceUpdate(Entity);
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_entityManager.System<SpriteSystem>().ForceUpdate(Entity);
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handle.DrawEntity(Entity,
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PixelPosition + iconOffset,
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Vector2.One * 2 * UIScale,
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