Add face bandanas (#24597)
* add face bandanas * oops * make face bandanas butcherable, also one bite * oops * Add mouth IdentityBlocker to bandanas * refactor to use foldablecomponent * remove some leftover bits * remove HamsterWearable until face sprite updated * oops * review changes * remove a few unneeded bits
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@@ -3,7 +3,6 @@ using Content.Shared.Buckle.Components;
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using Content.Shared.Storage.Components;
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using Content.Shared.Verbs;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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@@ -20,8 +19,7 @@ public sealed class FoldableSystem : EntitySystem
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base.Initialize();
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SubscribeLocalEvent<FoldableComponent, GetVerbsEvent<AlternativeVerb>>(AddFoldVerb);
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SubscribeLocalEvent<FoldableComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<FoldableComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<FoldableComponent, AfterAutoHandleStateEvent>(OnHandleState);
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SubscribeLocalEvent<FoldableComponent, ComponentInit>(OnFoldableInit);
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SubscribeLocalEvent<FoldableComponent, ContainerGettingInsertedAttemptEvent>(OnInsertEvent);
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@@ -31,18 +29,9 @@ public sealed class FoldableSystem : EntitySystem
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SubscribeLocalEvent<FoldableComponent, BuckleAttemptEvent>(OnBuckleAttempt);
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}
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private void OnGetState(EntityUid uid, FoldableComponent component, ref ComponentGetState args)
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private void OnHandleState(EntityUid uid, FoldableComponent component, ref AfterAutoHandleStateEvent args)
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{
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args.State = new FoldableComponentState(component.IsFolded);
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}
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private void OnHandleState(EntityUid uid, FoldableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not FoldableComponentState state)
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return;
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if (state.IsFolded != component.IsFolded)
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SetFolded(uid, component, state.IsFolded);
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SetFolded(uid, component, component.IsFolded);
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}
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private void OnFoldableInit(EntityUid uid, FoldableComponent component, ComponentInit args)
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@@ -90,11 +79,14 @@ public sealed class FoldableSystem : EntitySystem
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Dirty(uid, component);
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_appearance.SetData(uid, FoldedVisuals.State, folded);
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_buckle.StrapSetEnabled(uid, !component.IsFolded);
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var ev = new FoldedEvent(folded);
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RaiseLocalEvent(uid, ref ev);
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}
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private void OnInsertEvent(EntityUid uid, FoldableComponent component, ContainerGettingInsertedAttemptEvent args)
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{
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if (!component.IsFolded)
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if (!component.IsFolded && !component.CanFoldInsideContainer)
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args.Cancel();
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}
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@@ -108,8 +100,8 @@ public sealed class FoldableSystem : EntitySystem
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if (!Resolve(uid, ref fold))
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return false;
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// Can't un-fold in any container (locker, hands, inventory, whatever).
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if (_container.IsEntityInContainer(uid))
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// Can't un-fold in any container unless enabled (locker, hands, inventory, whatever).
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if (_container.IsEntityInContainer(uid) && !fold.CanFoldInsideContainer)
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return false;
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var ev = new FoldAttemptEvent();
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@@ -167,3 +159,10 @@ public sealed class FoldableSystem : EntitySystem
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/// <param name="Cancelled"></param>
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[ByRefEvent]
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public record struct FoldAttemptEvent(bool Cancelled = false);
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/// <summary>
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/// Event raised on an entity after it has been folded.
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/// </summary>
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/// <param name="IsFolded"></param>
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[ByRefEvent]
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public readonly record struct FoldedEvent(bool IsFolded);
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