Inventories (#61)
* Bully the fuck out of inventory shit Inventory Stuff Inventories technically work It works technicaly speaking Yeah this part too Lets do it! Inventories completed Motherfucker * Remove unnecessary usings and fix one thing * Submodule update * Adds a bunch of various clothing prototypes for each current inventory slot
This commit is contained in:
committed by
Pieter-Jan Briers
parent
ea05c593aa
commit
c33c227d95
@@ -5,37 +5,21 @@ using SS14.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects
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{
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public class ItemComponent : StoreableComponent, IItemComponent, EntitySystems.IAttackHand
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public class ItemComponent : StoreableComponent, EntitySystems.IAttackHand
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{
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public override string Name => "Item";
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/// <inheritdoc />
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public IInventorySlot ContainingSlot { get; private set; }
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public void RemovedFromSlot()
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{
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if (ContainingSlot == null)
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{
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throw new InvalidOperationException("Item is not in a slot.");
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}
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ContainingSlot = null;
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foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
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{
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component.Visible = true;
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}
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}
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public void EquippedToSlot(IInventorySlot slot)
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public void EquippedToSlot(ContainerSlot slot)
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{
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if (ContainingSlot != null)
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{
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throw new InvalidOperationException("Item is already in a slot.");
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}
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ContainingSlot = slot;
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foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
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{
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component.Visible = false;
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@@ -44,10 +28,6 @@ namespace Content.Server.GameObjects
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public bool Attackhand(IEntity user)
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{
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if (ContainingSlot != null)
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{
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return false;
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}
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var hands = user.GetComponent<IHandsComponent>();
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hands.PutInHand(this, hands.ActiveIndex, fallback: false);
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return true;
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