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
@@ -69,6 +69,7 @@
|
|||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="EntryPoint.cs" />
|
<Compile Include="EntryPoint.cs" />
|
||||||
|
<Compile Include="GameObjects\Components\Inventory\ClientInventoryComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Storage\ClientStorageComponent.cs" />
|
<Compile Include="GameObjects\Components\Storage\ClientStorageComponent.cs" />
|
||||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||||
<Compile Include="GameObjects\Components\Items\ClientHandsComponent.cs" />
|
<Compile Include="GameObjects\Components\Items\ClientHandsComponent.cs" />
|
||||||
|
|||||||
@@ -13,7 +13,6 @@ namespace Content.Client
|
|||||||
{
|
{
|
||||||
var factory = IoCManager.Resolve<IComponentFactory>();
|
var factory = IoCManager.Resolve<IComponentFactory>();
|
||||||
|
|
||||||
factory.RegisterIgnore("Inventory");
|
|
||||||
factory.RegisterIgnore("Item");
|
factory.RegisterIgnore("Item");
|
||||||
factory.RegisterIgnore("Interactable");
|
factory.RegisterIgnore("Interactable");
|
||||||
factory.RegisterIgnore("Damageable");
|
factory.RegisterIgnore("Damageable");
|
||||||
@@ -38,12 +37,14 @@ namespace Content.Client
|
|||||||
factory.RegisterIgnore("MeleeWeapon");
|
factory.RegisterIgnore("MeleeWeapon");
|
||||||
|
|
||||||
factory.RegisterIgnore("Storeable");
|
factory.RegisterIgnore("Storeable");
|
||||||
|
factory.RegisterIgnore("Clothing");
|
||||||
|
|
||||||
factory.Register<HandsComponent>();
|
factory.Register<HandsComponent>();
|
||||||
factory.RegisterReference<HandsComponent, IHandsComponent>();
|
factory.RegisterReference<HandsComponent, IHandsComponent>();
|
||||||
factory.Register<ClientStorageComponent>();
|
factory.Register<ClientStorageComponent>();
|
||||||
|
|
||||||
factory.Register<ClientDoorComponent>();
|
factory.Register<ClientDoorComponent>();
|
||||||
|
factory.Register<ClientInventoryComponent>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,231 @@
|
|||||||
|
using Content.Shared.GameObjects;
|
||||||
|
using SS14.Client.GameObjects;
|
||||||
|
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.GameObjects.Serialization;
|
||||||
|
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.Utility;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
|
||||||
|
using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
|
||||||
|
using static Content.Shared.GameObjects.SharedInventoryComponent.ServerInventoryMessage;
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||||||
|
|
||||||
|
namespace Content.Client.GameObjects
|
||||||
|
{
|
||||||
|
public class ClientInventoryComponent : SharedInventoryComponent
|
||||||
|
{
|
||||||
|
private InventoryWindow Window;
|
||||||
|
private string TemplateName = "HumanInventory"; //stored for serialization purposes
|
||||||
|
public event EventHandler<BoundKeyChangedMessage> OnCharacterMenuKey;
|
||||||
|
|
||||||
|
public override void ExposeData(EntitySerializer serializer)
|
||||||
|
{
|
||||||
|
base.ExposeData(serializer);
|
||||||
|
|
||||||
|
Window = new InventoryWindow(this);
|
||||||
|
serializer.DataField(ref TemplateName, "Template", "HumanInventory");
|
||||||
|
Window.CreateInventory(TemplateName);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
|
||||||
|
{
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Register a hotkey to open the character menu with
|
||||||
|
/// </summary>
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
OnCharacterMenuKey += OpenMenu;
|
||||||
|
IoCManager.Resolve<IEntityManager>().SubscribeEvent<BoundKeyChangedMessage>(OnCharacterMenuKey, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Hotkey opens the character menu window
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sender"></param>
|
||||||
|
/// <param name="message"></param>
|
||||||
|
private void OpenMenu(object sender, BoundKeyChangedMessage message)
|
||||||
|
{
|
||||||
|
if(message.Function == BoundKeyFunctions.OpenCharacterMenu && message.State == BoundKeyState.Down)
|
||||||
|
{
|
||||||
|
Window.AddToScreen();
|
||||||
|
Window.Open();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendUnequipMessage(Slots slot)
|
||||||
|
{
|
||||||
|
var unequipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Unequip);
|
||||||
|
SendNetworkMessage(unequipmessage);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendEquipMessage(Slots slot)
|
||||||
|
{
|
||||||
|
var equipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Equip);
|
||||||
|
SendNetworkMessage(equipmessage);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Temporary window to hold the basis for inventory hud
|
||||||
|
/// </summary>
|
||||||
|
private class InventoryWindow : SS14Window
|
||||||
|
{
|
||||||
|
private int elements_x;
|
||||||
|
|
||||||
|
private GridContainer GridContainer;
|
||||||
|
private List<Slots> IndexedSlots;
|
||||||
|
private Dictionary<Slots, InventoryButton> InventorySlots = new Dictionary<Slots, InventoryButton>(); //ordered dictionary?
|
||||||
|
private ClientInventoryComponent InventoryComponent;
|
||||||
|
|
||||||
|
protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Inventory/HumanInventory.tscn");
|
||||||
|
|
||||||
|
public InventoryWindow(ClientInventoryComponent inventory)
|
||||||
|
{
|
||||||
|
InventoryComponent = inventory;
|
||||||
|
|
||||||
|
HideOnClose = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Creates a grid container filled with slot buttons loaded from an inventory template
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="TemplateName"></param>
|
||||||
|
public void CreateInventory(string TemplateName)
|
||||||
|
{
|
||||||
|
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");
|
||||||
|
GridContainer.Columns = elements_x;
|
||||||
|
IndexedSlots = new List<Slots>(inventory.SlotMasks);
|
||||||
|
|
||||||
|
foreach(Slots slot in IndexedSlots)
|
||||||
|
{
|
||||||
|
InventoryButton newbutton = new InventoryButton(slot);
|
||||||
|
|
||||||
|
if (slot == Slots.NONE)
|
||||||
|
{
|
||||||
|
//TODO: Re-enable when godot grid container maintains grid with invisible elements
|
||||||
|
//newbutton.Visible = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//Store slot button and give it the default onpress behavior for empty elements
|
||||||
|
newbutton.GetChild<Button>("Button").OnPressed += AddToInventory;
|
||||||
|
InventorySlots.Add(slot, newbutton);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (SlotNames.ContainsKey(slot))
|
||||||
|
{
|
||||||
|
newbutton.GetChild<Button>("Button").Text = SlotNames[slot];
|
||||||
|
}
|
||||||
|
|
||||||
|
GridContainer.AddChild(newbutton);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <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)
|
||||||
|
{
|
||||||
|
InventoryButton button = InventorySlots[message.Inventoryslot];
|
||||||
|
var entity = IoCManager.Resolve<IEntityManager>().GetEntity(message.EntityUid);
|
||||||
|
|
||||||
|
button.EntityUid = message.EntityUid;
|
||||||
|
var container = button.GetChild("CenterContainer");
|
||||||
|
button.GetChild<Button>("Button").OnPressed += RemoveFromInventory;
|
||||||
|
button.GetChild<Button>("Button").OnPressed -= AddToInventory;
|
||||||
|
|
||||||
|
//Gets entity sprite and assigns it to button texture
|
||||||
|
if (entity.TryGetComponent(out SpriteComponent sprite))
|
||||||
|
{
|
||||||
|
var tex = sprite.CurrentSprite;
|
||||||
|
|
||||||
|
var rect = button.GetChild("CenterContainer").GetChild<TextureRect>("TextureRect");
|
||||||
|
|
||||||
|
if (tex != null)
|
||||||
|
{
|
||||||
|
rect.Texture = tex;
|
||||||
|
rect.Scale = new Vector2(Math.Min(CalculateMinimumSize().X, 32) / tex.Height, Math.Min(CalculateMinimumSize().Y, 32) / tex.Height);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <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)
|
||||||
|
{
|
||||||
|
InventoryButton button = InventorySlots[message.Inventoryslot];
|
||||||
|
button.GetChild("CenterContainer").GetChild<TextureRect>("TextureRect").Texture = null;
|
||||||
|
button.EntityUid = EntityUid.Invalid;
|
||||||
|
button.GetChild<Button>("Button").OnPressed -= RemoveFromInventory;
|
||||||
|
button.GetChild<Button>("Button").OnPressed += AddToInventory;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RemoveFromInventory(BaseButton.ButtonEventArgs args)
|
||||||
|
{
|
||||||
|
args.Button.Pressed = false;
|
||||||
|
var control = (InventoryButton)args.Button.Parent;
|
||||||
|
|
||||||
|
InventoryComponent.SendUnequipMessage(control.Slot);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AddToInventory(BaseButton.ButtonEventArgs args)
|
||||||
|
{
|
||||||
|
args.Button.Pressed = false;
|
||||||
|
var control = (InventoryButton)args.Button.Parent;
|
||||||
|
|
||||||
|
InventoryComponent.SendEquipMessage(control.Slot);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private class InventoryButton : Control
|
||||||
|
{
|
||||||
|
public Slots Slot;
|
||||||
|
public EntityUid EntityUid;
|
||||||
|
|
||||||
|
protected override ResourcePath ScenePath => new ResourcePath("/Scenes/Inventory/StorageSlot.tscn");
|
||||||
|
|
||||||
|
public InventoryButton(Slots slot)
|
||||||
|
{
|
||||||
|
Slot = slot;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -59,8 +59,11 @@ namespace Content.Client.GameObjects
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void UseActiveHand()
|
public void UseActiveHand()
|
||||||
|
{
|
||||||
|
if(GetEntity(ActiveIndex) != null)
|
||||||
{
|
{
|
||||||
SendNetworkMessage(new ActivateInhandMsg());
|
SendNetworkMessage(new ActivateInhandMsg());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -74,8 +74,10 @@
|
|||||||
<Compile Include="GameObjects\Components\Interactable\Tools\WelderComponent.cs" />
|
<Compile Include="GameObjects\Components\Interactable\Tools\WelderComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Interactable\Tools\WirecutterComponent.cs" />
|
<Compile Include="GameObjects\Components\Interactable\Tools\WirecutterComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Interactable\Tools\WrenchComponent.cs" />
|
<Compile Include="GameObjects\Components\Interactable\Tools\WrenchComponent.cs" />
|
||||||
|
<Compile Include="GameObjects\Components\Items\Clothing\ClothingComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Items\Storage\StoreableComponent.cs" />
|
<Compile Include="GameObjects\Components\Items\Storage\StoreableComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Items\Storage\ServerStorageComponent.cs" />
|
<Compile Include="GameObjects\Components\Items\Storage\ServerStorageComponent.cs" />
|
||||||
|
<Compile Include="GameObjects\Components\Items\Storage\ItemComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Power\PowerStorageComponent.cs" />
|
<Compile Include="GameObjects\Components\Power\PowerStorageComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Power\PowerGeneratorComponent.cs" />
|
<Compile Include="GameObjects\Components\Power\PowerGeneratorComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Power\PowerDevice.cs" />
|
<Compile Include="GameObjects\Components\Power\PowerDevice.cs" />
|
||||||
@@ -88,14 +90,12 @@
|
|||||||
<Compile Include="GameObjects\Components\Weapon\Ranged\Hitscan\HitscanWeaponComponent.cs" />
|
<Compile Include="GameObjects\Components\Weapon\Ranged\Hitscan\HitscanWeaponComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Weapon\Ranged\Projectile\ProjectileWeapon.cs" />
|
<Compile Include="GameObjects\Components\Weapon\Ranged\Projectile\ProjectileWeapon.cs" />
|
||||||
<Compile Include="GameObjects\Components\Weapon\Ranged\RangedWeapon.cs" />
|
<Compile Include="GameObjects\Components\Weapon\Ranged\RangedWeapon.cs" />
|
||||||
|
<Compile Include="GameObjects\ContainerSlot.cs" />
|
||||||
<Compile Include="GameObjects\EntitySystems\InteractionSystem.cs" />
|
<Compile Include="GameObjects\EntitySystems\InteractionSystem.cs" />
|
||||||
<Compile Include="GameObjects\EntitySystems\PowerSystem.cs" />
|
<Compile Include="GameObjects\EntitySystems\PowerSystem.cs" />
|
||||||
<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
|
<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
|
||||||
<Compile Include="Interfaces\GameObjects\Components\Items\IInventoryComponent.cs" />
|
<Compile Include="GameObjects\Components\GUI\ServerHandsComponent.cs" />
|
||||||
<Compile Include="Interfaces\GameObjects\Components\Items\IItemComponent.cs" />
|
<Compile Include="GameObjects\Components\GUI\InventoryComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Items\ServerHandsComponent.cs" />
|
|
||||||
<Compile Include="GameObjects\Components\Items\InventoryComponent.cs" />
|
|
||||||
<Compile Include="GameObjects\Components\Items\Storage\ItemComponent.cs" />
|
|
||||||
<Compile Include="GameObjects\Components\Damage\DamageableComponent.cs" />
|
<Compile Include="GameObjects\Components\Damage\DamageableComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Damage\DestructibleComponent.cs" />
|
<Compile Include="GameObjects\Components\Damage\DestructibleComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Damage\ResistanceSet.cs" />
|
<Compile Include="GameObjects\Components\Damage\ResistanceSet.cs" />
|
||||||
|
|||||||
@@ -53,12 +53,12 @@ namespace Content.Server
|
|||||||
factory.RegisterReference<HandsComponent, IHandsComponent>();
|
factory.RegisterReference<HandsComponent, IHandsComponent>();
|
||||||
|
|
||||||
factory.Register<InventoryComponent>();
|
factory.Register<InventoryComponent>();
|
||||||
factory.RegisterReference<InventoryComponent, IInventoryComponent>();
|
|
||||||
|
|
||||||
factory.Register<StoreableComponent>();
|
factory.Register<StoreableComponent>();
|
||||||
factory.Register<ItemComponent>();
|
factory.Register<ItemComponent>();
|
||||||
factory.RegisterReference<ItemComponent, IItemComponent>();
|
|
||||||
factory.RegisterReference<ItemComponent, StoreableComponent>();
|
factory.RegisterReference<ItemComponent, StoreableComponent>();
|
||||||
|
factory.Register<ClothingComponent>();
|
||||||
|
factory.RegisterReference<ClothingComponent, ItemComponent>();
|
||||||
|
|
||||||
factory.Register<DamageableComponent>();
|
factory.Register<DamageableComponent>();
|
||||||
factory.Register<DestructibleComponent>();
|
factory.Register<DestructibleComponent>();
|
||||||
|
|||||||
273
Content.Server/GameObjects/Components/GUI/InventoryComponent.cs
Normal file
@@ -0,0 +1,273 @@
|
|||||||
|
using SS14.Server.GameObjects;
|
||||||
|
using SS14.Server.GameObjects.Components.Container;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Content.Shared.GameObjects;
|
||||||
|
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
|
||||||
|
using SS14.Shared.GameObjects;
|
||||||
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
|
using SS14.Shared.Interfaces.Network;
|
||||||
|
using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
|
||||||
|
using static Content.Shared.GameObjects.SharedInventoryComponent.ServerInventoryMessage;
|
||||||
|
using SS14.Shared.IoC;
|
||||||
|
using SS14.Server.Interfaces.Player;
|
||||||
|
using SS14.Shared.GameObjects.Serialization;
|
||||||
|
using SS14.Shared.ContentPack;
|
||||||
|
|
||||||
|
namespace Content.Server.GameObjects
|
||||||
|
{
|
||||||
|
public class InventoryComponent : SharedInventoryComponent
|
||||||
|
{
|
||||||
|
private Dictionary<Slots, ContainerSlot> SlotContainers = new Dictionary<Slots, ContainerSlot>();
|
||||||
|
string TemplateName = "HumanInventory"; //stored for serialization purposes
|
||||||
|
|
||||||
|
public override void ExposeData(EntitySerializer serializer)
|
||||||
|
{
|
||||||
|
base.ExposeData(serializer);
|
||||||
|
|
||||||
|
serializer.DataField(ref TemplateName, "Template", "HumanInventory");
|
||||||
|
CreateInventory(TemplateName);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateInventory(string TemplateName)
|
||||||
|
{
|
||||||
|
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Shared").GetType("Content.Shared.GameObjects." + TemplateName);
|
||||||
|
Inventory inventory = (Inventory)Activator.CreateInstance(type);
|
||||||
|
foreach (Slots slotnames in inventory.SlotMasks)
|
||||||
|
{
|
||||||
|
if(slotnames != Slots.NONE)
|
||||||
|
{
|
||||||
|
var newslot = AddSlot(slotnames);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void OnRemove()
|
||||||
|
{
|
||||||
|
foreach (var slot in SlotContainers.Keys)
|
||||||
|
{
|
||||||
|
RemoveSlot(slot);
|
||||||
|
}
|
||||||
|
base.OnRemove();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Helper to get container name for specified slot on this component
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
private string GetSlotString(Slots slot)
|
||||||
|
{
|
||||||
|
return Name + "_" + Enum.GetName(typeof(Slots), slot);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the clothing equipped to the specified slot.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot">The slot to get the item for.</param>
|
||||||
|
/// <returns>Null if the slot is empty, otherwise the item.</returns>
|
||||||
|
public ItemComponent GetSlotItem(Slots slot)
|
||||||
|
{
|
||||||
|
return SlotContainers[slot].ContainedEntity?.GetComponent<ItemComponent>();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Equips slothing to the specified slot.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// This will fail if there is already an item in the specified slot.
|
||||||
|
/// </remarks>
|
||||||
|
/// <param name="slot">The slot to put the item in.</param>
|
||||||
|
/// <param name="clothing">The item to insert into the slot.</param>
|
||||||
|
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
|
||||||
|
public bool Equip(Slots slot, ClothingComponent clothing)
|
||||||
|
{
|
||||||
|
if (clothing == null)
|
||||||
|
{
|
||||||
|
throw new ArgumentNullException(nameof(clothing), "Clothing must be passed here. To remove some clothing from a slot, use Unequip()");
|
||||||
|
}
|
||||||
|
|
||||||
|
if(clothing.SlotFlags == SlotFlags.PREVENTEQUIP //Flag to prevent equipping at all
|
||||||
|
|| (clothing.SlotFlags & SlotMasks[slot]) == 0) //Does the clothing flag have any of our requested slot flags
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
var inventorySlot = SlotContainers[slot];
|
||||||
|
if (!inventorySlot.Insert(clothing.Owner))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
clothing.EquippedToSlot(inventorySlot);
|
||||||
|
|
||||||
|
var UIupdatemessage = new ServerInventoryMessage()
|
||||||
|
{
|
||||||
|
Inventoryslot = slot,
|
||||||
|
EntityUid = clothing.Owner.Uid,
|
||||||
|
Updatetype = ServerInventoryUpdate.Addition
|
||||||
|
};
|
||||||
|
|
||||||
|
SendNetworkMessage(UIupdatemessage);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks whether an item can be put in the specified slot.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot">The slot to check for.</param>
|
||||||
|
/// <param name="item">The item to check for.</param>
|
||||||
|
/// <returns>True if the item can be inserted into the specified slot.</returns>
|
||||||
|
public bool CanEquip(Slots slot, ClothingComponent item)
|
||||||
|
{
|
||||||
|
return SlotContainers[slot].CanInsert(item.Owner);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Drops the item in a slot.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot">The slot to drop the item from.</param>
|
||||||
|
/// <returns>True if an item was dropped, false otherwise.</returns>
|
||||||
|
public bool Unequip(Slots slot)
|
||||||
|
{
|
||||||
|
if (!CanUnequip(slot))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
var inventorySlot = SlotContainers[slot];
|
||||||
|
var item = inventorySlot.ContainedEntity.GetComponent<ItemComponent>();
|
||||||
|
if (!inventorySlot.Remove(inventorySlot.ContainedEntity))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
var UIupdatemessage = new ServerInventoryMessage()
|
||||||
|
{
|
||||||
|
Inventoryslot = slot,
|
||||||
|
EntityUid = item.Owner.Uid,
|
||||||
|
Updatetype = ServerInventoryUpdate.Removal
|
||||||
|
};
|
||||||
|
SendNetworkMessage(UIupdatemessage);
|
||||||
|
|
||||||
|
item.RemovedFromSlot();
|
||||||
|
|
||||||
|
// TODO: The item should be dropped to the container our owner is in, if any.
|
||||||
|
var itemTransform = item.Owner.GetComponent<TransformComponent>();
|
||||||
|
itemTransform.LocalPosition = Owner.GetComponent<TransformComponent>().LocalPosition;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks whether an item can be dropped from the specified slot.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot">The slot to check for.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// True if there is an item in the slot and it can be dropped, false otherwise.
|
||||||
|
/// </returns>
|
||||||
|
public bool CanUnequip(Slots slot)
|
||||||
|
{
|
||||||
|
var InventorySlot = SlotContainers[slot];
|
||||||
|
return InventorySlot.ContainedEntity != null && InventorySlot.CanRemove(InventorySlot.ContainedEntity);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Adds a new slot to this inventory component.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot">The name of the slot to add.</param>
|
||||||
|
/// <exception cref="InvalidOperationException">
|
||||||
|
/// Thrown if the slot with specified name already exists.
|
||||||
|
/// </exception>
|
||||||
|
public ContainerSlot AddSlot(Slots slot)
|
||||||
|
{
|
||||||
|
if (HasSlot(slot))
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException($"Slot '{slot}' already exists.");
|
||||||
|
}
|
||||||
|
|
||||||
|
return SlotContainers[slot] = ContainerManagerComponent.Create<ContainerSlot>(GetSlotString(slot), Owner);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Removes a slot from this inventory component.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// If the slot contains an item, the item is dropped.
|
||||||
|
/// </remarks>
|
||||||
|
/// <param name="slot">The name of the slot to remove.</param>
|
||||||
|
public void RemoveSlot(Slots slot)
|
||||||
|
{
|
||||||
|
if (!HasSlot(slot))
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException($"Slow '{slot}' does not exist.");
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GetSlotItem(slot) != null && !Unequip(slot))
|
||||||
|
{
|
||||||
|
// TODO: Handle this potential failiure better.
|
||||||
|
throw new InvalidOperationException("Unable to remove slot as the contained clothing could not be dropped");
|
||||||
|
}
|
||||||
|
|
||||||
|
SlotContainers.Remove(slot);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks whether a slot with the specified name exists.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot">The slot name to check.</param>
|
||||||
|
/// <returns>True if the slot exists, false otherwise.</returns>
|
||||||
|
public bool HasSlot(Slots slot)
|
||||||
|
{
|
||||||
|
return SlotContainers.ContainsKey(slot);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Message that tells us to equip or unequip items from the inventory slots
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="msg"></param>
|
||||||
|
private void HandleInventoryMessage(ClientInventoryMessage msg)
|
||||||
|
{
|
||||||
|
if (msg.Updatetype == ClientInventoryUpdate.Equip)
|
||||||
|
{
|
||||||
|
var hands = Owner.GetComponent<HandsComponent>();
|
||||||
|
var activehand = hands.GetActiveHand;
|
||||||
|
if (activehand != null && activehand.Owner.TryGetComponent(out ClothingComponent clothing))
|
||||||
|
{
|
||||||
|
hands.Drop(hands.ActiveIndex);
|
||||||
|
if(!Equip(msg.Inventoryslot, clothing))
|
||||||
|
{
|
||||||
|
hands.PutInHand(clothing);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (msg.Updatetype == ClientInventoryUpdate.Unequip)
|
||||||
|
{
|
||||||
|
var hands = Owner.GetComponent<HandsComponent>();
|
||||||
|
var activehand = hands.GetActiveHand;
|
||||||
|
var itemcontainedinslot = GetSlotItem(msg.Inventoryslot);
|
||||||
|
if (activehand == null && itemcontainedinslot != null && Unequip(msg.Inventoryslot))
|
||||||
|
{
|
||||||
|
hands.PutInHand(itemcontainedinslot);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
|
||||||
|
{
|
||||||
|
base.HandleMessage(message, netChannel, component);
|
||||||
|
|
||||||
|
switch(message)
|
||||||
|
{
|
||||||
|
case ClientInventoryMessage msg:
|
||||||
|
var playerMan = IoCManager.Resolve<IPlayerManager>();
|
||||||
|
var session = playerMan.GetSessionByChannel(netChannel);
|
||||||
|
var playerentity = session.AttachedEntity;
|
||||||
|
|
||||||
|
if (playerentity == Owner)
|
||||||
|
HandleInventoryMessage(msg);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -3,15 +3,15 @@ using System.Collections.Generic;
|
|||||||
using Content.Server.GameObjects.EntitySystems;
|
using Content.Server.GameObjects.EntitySystems;
|
||||||
using Content.Server.Interfaces.GameObjects;
|
using Content.Server.Interfaces.GameObjects;
|
||||||
using Content.Shared.GameObjects;
|
using Content.Shared.GameObjects;
|
||||||
using SS14.Server.Interfaces.GameObjects;
|
using SS14.Server.GameObjects;
|
||||||
|
using SS14.Server.GameObjects.Components.Container;
|
||||||
using SS14.Server.Interfaces.Player;
|
using SS14.Server.Interfaces.Player;
|
||||||
using SS14.Shared.GameObjects;
|
using SS14.Shared.GameObjects;
|
||||||
|
using SS14.Shared.GameObjects.Serialization;
|
||||||
using SS14.Shared.Input;
|
using SS14.Shared.Input;
|
||||||
using SS14.Shared.Interfaces.GameObjects;
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using SS14.Shared.Interfaces.Network;
|
using SS14.Shared.Interfaces.Network;
|
||||||
using SS14.Shared.IoC;
|
using SS14.Shared.IoC;
|
||||||
using SS14.Shared.Utility;
|
|
||||||
using YamlDotNet.RepresentationModel;
|
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
@@ -33,60 +33,41 @@ namespace Content.Server.GameObjects
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private Dictionary<string, IInventorySlot> hands = new Dictionary<string, IInventorySlot>();
|
private Dictionary<string, ContainerSlot> hands = new Dictionary<string, ContainerSlot>();
|
||||||
private List<string> orderedHands = new List<string>();
|
private List<string> orderedHands = new List<string>();
|
||||||
private IInventoryComponent inventory;
|
|
||||||
private IServerTransformComponent transform;
|
|
||||||
private YamlMappingNode tempParametersMapping;
|
|
||||||
|
|
||||||
// Mostly arbitrary.
|
// Mostly arbitrary.
|
||||||
public const float PICKUP_RANGE = 2;
|
public const float PICKUP_RANGE = 2;
|
||||||
|
|
||||||
public override void Initialize()
|
public override void ExposeData(EntitySerializer serializer)
|
||||||
{
|
{
|
||||||
inventory = Owner.GetComponent<IInventoryComponent>();
|
base.ExposeData(serializer);
|
||||||
transform = Owner.GetComponent<IServerTransformComponent>();
|
|
||||||
if (tempParametersMapping != null)
|
serializer.DataField(ref orderedHands, "hands", new List<string>(0));
|
||||||
|
foreach (var handsname in orderedHands)
|
||||||
{
|
{
|
||||||
foreach (var node in tempParametersMapping.GetNode<YamlSequenceNode>("hands"))
|
AddHand(handsname);
|
||||||
{
|
|
||||||
AddHand(node.AsString());
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
base.Initialize();
|
public IEnumerable<ItemComponent> GetAllHeldItems()
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnRemove()
|
|
||||||
{
|
|
||||||
inventory = null;
|
|
||||||
base.OnRemove();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void LoadParameters(YamlMappingNode mapping)
|
|
||||||
{
|
|
||||||
tempParametersMapping = mapping;
|
|
||||||
base.LoadParameters(mapping);
|
|
||||||
}
|
|
||||||
|
|
||||||
public IEnumerable<IItemComponent> GetAllHeldItems()
|
|
||||||
{
|
{
|
||||||
foreach (var slot in hands.Values)
|
foreach (var slot in hands.Values)
|
||||||
{
|
{
|
||||||
if (slot.Item != null)
|
if (slot.ContainedEntity != null)
|
||||||
{
|
{
|
||||||
yield return slot.Item;
|
yield return slot.ContainedEntity.GetComponent<ItemComponent>();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public IItemComponent GetHand(string index)
|
public ItemComponent GetHand(string index)
|
||||||
{
|
{
|
||||||
var slot = hands[index];
|
var slot = hands[index];
|
||||||
return slot.Item;
|
return slot.ContainedEntity?.GetComponent<ItemComponent>();
|
||||||
}
|
}
|
||||||
|
|
||||||
public IItemComponent GetActiveHand => GetHand(ActiveIndex);
|
public ItemComponent GetActiveHand => GetHand(ActiveIndex);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Enumerates over the hand keys, returning the active hand first.
|
/// Enumerates over the hand keys, returning the active hand first.
|
||||||
@@ -105,7 +86,7 @@ namespace Content.Server.GameObjects
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool PutInHand(IItemComponent item)
|
public bool PutInHand(ItemComponent item)
|
||||||
{
|
{
|
||||||
foreach (var hand in ActivePriorityEnumerable())
|
foreach (var hand in ActivePriorityEnumerable())
|
||||||
{
|
{
|
||||||
@@ -118,7 +99,7 @@ namespace Content.Server.GameObjects
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool PutInHand(IItemComponent item, string index, bool fallback = true)
|
public bool PutInHand(ItemComponent item, string index, bool fallback = true)
|
||||||
{
|
{
|
||||||
if (!CanPutInHand(item, index))
|
if (!CanPutInHand(item, index))
|
||||||
{
|
{
|
||||||
@@ -126,10 +107,10 @@ namespace Content.Server.GameObjects
|
|||||||
}
|
}
|
||||||
|
|
||||||
var slot = hands[index];
|
var slot = hands[index];
|
||||||
return slot.Owner.Insert(slot.Name, item);
|
return slot.Insert(item.Owner);
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool CanPutInHand(IItemComponent item)
|
public bool CanPutInHand(ItemComponent item)
|
||||||
{
|
{
|
||||||
foreach (var hand in ActivePriorityEnumerable())
|
foreach (var hand in ActivePriorityEnumerable())
|
||||||
{
|
{
|
||||||
@@ -142,27 +123,50 @@ namespace Content.Server.GameObjects
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool CanPutInHand(IItemComponent item, string index)
|
public bool CanPutInHand(ItemComponent item, string index)
|
||||||
{
|
{
|
||||||
var slot = hands[index];
|
var slot = hands[index];
|
||||||
return slot.Owner.CanInsert(slot.Name, item);
|
return slot.CanInsert(item.Owner);
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Drop(string index)
|
/// <summary>
|
||||||
|
/// Drops the item in a slot.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot">The slot to drop the item from.</param>
|
||||||
|
/// <returns>True if an item was dropped, false otherwise.</returns>
|
||||||
|
public bool Drop(string slot)
|
||||||
{
|
{
|
||||||
if (!CanDrop(index))
|
if (!CanDrop(slot))
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
var slot = hands[index];
|
var inventorySlot = hands[slot];
|
||||||
return slot.Owner.Drop(slot.Name);
|
var item = inventorySlot.ContainedEntity.GetComponent<ItemComponent>();
|
||||||
|
if (!inventorySlot.Remove(inventorySlot.ContainedEntity))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool CanDrop(string index)
|
item.RemovedFromSlot();
|
||||||
|
|
||||||
|
// TODO: The item should be dropped to the container our owner is in, if any.
|
||||||
|
var itemTransform = item.Owner.GetComponent<TransformComponent>();
|
||||||
|
itemTransform.LocalPosition = Owner.GetComponent<TransformComponent>().LocalPosition;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Checks whether an item can be dropped from the specified slot.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="slot">The slot to check for.</param>
|
||||||
|
/// <returns>
|
||||||
|
/// True if there is an item in the slot and it can be dropped, false otherwise.
|
||||||
|
/// </returns>
|
||||||
|
public bool CanDrop(string slot)
|
||||||
{
|
{
|
||||||
var slot = hands[index];
|
var inventorySlot = hands[slot];
|
||||||
return slot.Item != null && slot.Owner.CanDrop(slot.Name);
|
return inventorySlot.CanRemove(inventorySlot.ContainedEntity);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AddHand(string index)
|
public void AddHand(string index)
|
||||||
@@ -172,9 +176,12 @@ namespace Content.Server.GameObjects
|
|||||||
throw new InvalidOperationException($"Hand '{index}' already exists.");
|
throw new InvalidOperationException($"Hand '{index}' already exists.");
|
||||||
}
|
}
|
||||||
|
|
||||||
var slot = inventory.AddSlot(HandSlotName(index));
|
var slot = ContainerManagerComponent.Create<ContainerSlot>(Name + "_" + index, Owner);
|
||||||
hands[index] = slot;
|
hands[index] = slot;
|
||||||
|
if(!orderedHands.Contains(index))
|
||||||
|
{
|
||||||
orderedHands.Add(index);
|
orderedHands.Add(index);
|
||||||
|
}
|
||||||
if (ActiveIndex == null)
|
if (ActiveIndex == null)
|
||||||
{
|
{
|
||||||
ActiveIndex = index;
|
ActiveIndex = index;
|
||||||
@@ -188,7 +195,7 @@ namespace Content.Server.GameObjects
|
|||||||
throw new InvalidOperationException($"Hand '{index}' does not exist.");
|
throw new InvalidOperationException($"Hand '{index}' does not exist.");
|
||||||
}
|
}
|
||||||
|
|
||||||
inventory.RemoveSlot(HandSlotName(index));
|
hands[index].Shutdown(); //TODO verify this
|
||||||
hands.Remove(index);
|
hands.Remove(index);
|
||||||
orderedHands.Remove(index);
|
orderedHands.Remove(index);
|
||||||
|
|
||||||
@@ -220,9 +227,9 @@ namespace Content.Server.GameObjects
|
|||||||
var dict = new Dictionary<string, EntityUid>(hands.Count);
|
var dict = new Dictionary<string, EntityUid>(hands.Count);
|
||||||
foreach (var hand in hands)
|
foreach (var hand in hands)
|
||||||
{
|
{
|
||||||
if (hand.Value.Item != null)
|
if (hand.Value.ContainedEntity != null)
|
||||||
{
|
{
|
||||||
dict[hand.Key] = hand.Value.Item.Owner.Uid;
|
dict[hand.Key] = hand.Value.ContainedEntity.Uid;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return new HandsComponentState(dict, ActiveIndex);
|
return new HandsComponentState(dict, ActiveIndex);
|
||||||
@@ -240,6 +247,7 @@ namespace Content.Server.GameObjects
|
|||||||
ActiveIndex = orderedHands[index];
|
ActiveIndex = orderedHands[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
|
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
|
||||||
{
|
{
|
||||||
base.HandleMessage(message, netChannel, component);
|
base.HandleMessage(message, netChannel, component);
|
||||||
@@ -271,7 +279,7 @@ namespace Content.Server.GameObjects
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
//Boundkeychangedmsg only works for the player entity
|
//Boundkeychangedmsg only works for the player entity and doesn't need any extra verification
|
||||||
case BoundKeyChangedMsg msg:
|
case BoundKeyChangedMsg msg:
|
||||||
if (msg.State != BoundKeyState.Down)
|
if (msg.State != BoundKeyState.Down)
|
||||||
return;
|
return;
|
||||||
@@ -0,0 +1,29 @@
|
|||||||
|
using SS14.Shared.GameObjects.Serialization;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
|
||||||
|
|
||||||
|
namespace Content.Server.GameObjects
|
||||||
|
{
|
||||||
|
public class ClothingComponent : ItemComponent
|
||||||
|
{
|
||||||
|
public override string Name => "Clothing";
|
||||||
|
public SlotFlags SlotFlags = SlotFlags.PREVENTEQUIP; //Different from None, NONE allows equips if no slot flags are required
|
||||||
|
private List<string> slotstrings = new List<string>(); //serialization
|
||||||
|
|
||||||
|
public override void ExposeData(EntitySerializer serializer)
|
||||||
|
{
|
||||||
|
base.ExposeData(serializer);
|
||||||
|
|
||||||
|
serializer.DataField(ref slotstrings, "Slots", new List<string>(0));
|
||||||
|
|
||||||
|
foreach(var slotflagsloaded in slotstrings)
|
||||||
|
{
|
||||||
|
SlotFlags |= (SlotFlags)Enum.Parse(typeof(SlotFlags), slotflagsloaded.ToUpper());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,167 +0,0 @@
|
|||||||
using Content.Server.Interfaces.GameObjects;
|
|
||||||
using SS14.Server.GameObjects;
|
|
||||||
using SS14.Server.GameObjects.Components.Container;
|
|
||||||
using SS14.Server.Interfaces.GameObjects;
|
|
||||||
using SS14.Shared.Utility;
|
|
||||||
using SS14.Shared.GameObjects;
|
|
||||||
using SS14.Shared.Interfaces.GameObjects;
|
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using YamlDotNet.RepresentationModel;
|
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
|
||||||
{
|
|
||||||
public class InventoryComponent : Component, IInventoryComponent
|
|
||||||
{
|
|
||||||
public override string Name => "Inventory";
|
|
||||||
|
|
||||||
private Dictionary<string, InventorySlot> slots = new Dictionary<string, InventorySlot>();
|
|
||||||
private TransformComponent transform;
|
|
||||||
// TODO: Make this container unique per-slot.
|
|
||||||
private IContainer container;
|
|
||||||
|
|
||||||
public override void Initialize()
|
|
||||||
{
|
|
||||||
transform = Owner.GetComponent<TransformComponent>();
|
|
||||||
container = Container.Create("inventory", Owner);
|
|
||||||
base.Initialize();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void OnRemove()
|
|
||||||
{
|
|
||||||
foreach (var slot in slots.Keys)
|
|
||||||
{
|
|
||||||
RemoveSlot(slot);
|
|
||||||
}
|
|
||||||
transform = null;
|
|
||||||
container = null;
|
|
||||||
base.OnRemove();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void LoadParameters(YamlMappingNode mapping)
|
|
||||||
{
|
|
||||||
if (mapping.TryGetNode<YamlSequenceNode>("slots", out var slotsNode))
|
|
||||||
{
|
|
||||||
foreach (var node in slotsNode)
|
|
||||||
{
|
|
||||||
AddSlot(node.AsString());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
base.LoadParameters(mapping);
|
|
||||||
}
|
|
||||||
|
|
||||||
public IItemComponent Get(string slot)
|
|
||||||
{
|
|
||||||
return _GetSlot(slot).Item;
|
|
||||||
}
|
|
||||||
|
|
||||||
public IInventorySlot GetSlot(string slot)
|
|
||||||
{
|
|
||||||
return slots[slot];
|
|
||||||
}
|
|
||||||
|
|
||||||
// Private version that returns our concrete implementation.
|
|
||||||
private InventorySlot _GetSlot(string slot)
|
|
||||||
{
|
|
||||||
return slots[slot];
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Insert(string slot, IItemComponent item)
|
|
||||||
{
|
|
||||||
if (item == null)
|
|
||||||
{
|
|
||||||
throw new ArgumentNullException(nameof(item), "An item must be passed. To remove an item from a slot, use Drop()");
|
|
||||||
}
|
|
||||||
|
|
||||||
var inventorySlot = _GetSlot(slot);
|
|
||||||
if (!CanInsert(slot, item) || !container.Insert(item.Owner))
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
inventorySlot.Item = item;
|
|
||||||
item.EquippedToSlot(inventorySlot);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool CanInsert(string slot, IItemComponent item)
|
|
||||||
{
|
|
||||||
var inventorySlot = _GetSlot(slot);
|
|
||||||
return inventorySlot.Item == null && container.CanInsert(item.Owner);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Drop(string slot)
|
|
||||||
{
|
|
||||||
if (!CanDrop(slot))
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
var inventorySlot = _GetSlot(slot);
|
|
||||||
var item = inventorySlot.Item;
|
|
||||||
if (!container.Remove(item.Owner))
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
item.RemovedFromSlot();
|
|
||||||
inventorySlot.Item = null;
|
|
||||||
|
|
||||||
// TODO: The item should be dropped to the container our owner is in, if any.
|
|
||||||
var itemTransform = item.Owner.GetComponent<TransformComponent>();
|
|
||||||
itemTransform.LocalPosition = transform.LocalPosition;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool CanDrop(string slot)
|
|
||||||
{
|
|
||||||
var inventorySlot = _GetSlot(slot);
|
|
||||||
var item = inventorySlot.Item;
|
|
||||||
return item != null && container.CanRemove(item.Owner);
|
|
||||||
}
|
|
||||||
|
|
||||||
public IInventorySlot AddSlot(string slot)
|
|
||||||
{
|
|
||||||
if (HasSlot(slot))
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException($"Slot '{slot}' already exists.");
|
|
||||||
}
|
|
||||||
|
|
||||||
return slots[slot] = new InventorySlot(slot, this);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void RemoveSlot(string slot)
|
|
||||||
{
|
|
||||||
if (!HasSlot(slot))
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException($"Slow '{slot}' does not exist.");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Get(slot) != null && !Drop(slot))
|
|
||||||
{
|
|
||||||
// TODO: Handle this potential failiure better.
|
|
||||||
throw new InvalidOperationException("Unable to remove slot as the contained item could not be dropped");
|
|
||||||
}
|
|
||||||
|
|
||||||
slots.Remove(slot);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool HasSlot(string slot)
|
|
||||||
{
|
|
||||||
return slots.ContainsKey(slot);
|
|
||||||
}
|
|
||||||
|
|
||||||
private class InventorySlot : IInventorySlot
|
|
||||||
{
|
|
||||||
public IItemComponent Item { get; set; }
|
|
||||||
public string Name { get; }
|
|
||||||
public IInventoryComponent Owner { get; }
|
|
||||||
|
|
||||||
public InventorySlot(string name, IInventoryComponent owner)
|
|
||||||
{
|
|
||||||
Name = name;
|
|
||||||
Owner = owner;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -5,37 +5,21 @@ using SS14.Shared.Interfaces.GameObjects;
|
|||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
public class ItemComponent : StoreableComponent, IItemComponent, EntitySystems.IAttackHand
|
public class ItemComponent : StoreableComponent, EntitySystems.IAttackHand
|
||||||
{
|
{
|
||||||
public override string Name => "Item";
|
public override string Name => "Item";
|
||||||
|
|
||||||
/// <inheritdoc />
|
|
||||||
public IInventorySlot ContainingSlot { get; private set; }
|
|
||||||
|
|
||||||
public void RemovedFromSlot()
|
public void RemovedFromSlot()
|
||||||
{
|
{
|
||||||
if (ContainingSlot == null)
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException("Item is not in a slot.");
|
|
||||||
}
|
|
||||||
|
|
||||||
ContainingSlot = null;
|
|
||||||
|
|
||||||
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
|
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
|
||||||
{
|
{
|
||||||
component.Visible = true;
|
component.Visible = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void EquippedToSlot(IInventorySlot slot)
|
public void EquippedToSlot(ContainerSlot slot)
|
||||||
{
|
{
|
||||||
if (ContainingSlot != null)
|
|
||||||
{
|
|
||||||
throw new InvalidOperationException("Item is already in a slot.");
|
|
||||||
}
|
|
||||||
|
|
||||||
ContainingSlot = slot;
|
|
||||||
|
|
||||||
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
|
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
|
||||||
{
|
{
|
||||||
component.Visible = false;
|
component.Visible = false;
|
||||||
@@ -44,10 +28,6 @@ namespace Content.Server.GameObjects
|
|||||||
|
|
||||||
public bool Attackhand(IEntity user)
|
public bool Attackhand(IEntity user)
|
||||||
{
|
{
|
||||||
if (ContainingSlot != null)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
var hands = user.GetComponent<IHandsComponent>();
|
var hands = user.GetComponent<IHandsComponent>();
|
||||||
hands.PutInHand(this, hands.ActiveIndex, fallback: false);
|
hands.PutInHand(this, hands.ActiveIndex, fallback: false);
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
@@ -28,7 +28,7 @@ namespace Content.Server.GameObjects
|
|||||||
{
|
{
|
||||||
base.OnAdd();
|
base.OnAdd();
|
||||||
|
|
||||||
storage = Container.Create("storagebase", Owner);
|
storage = ContainerManagerComponent.Create<Container>("storagebase", Owner);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void ExposeData(EntitySerializer serializer)
|
public override void ExposeData(EntitySerializer serializer)
|
||||||
@@ -105,7 +105,7 @@ namespace Content.Server.GameObjects
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
//Return the object to the hand since its too big or something like that
|
//Return the object to the hand since its too big or something like that
|
||||||
hands.PutInHand(attackwith.GetComponent<IItemComponent>());
|
hands.PutInHand(attackwith.GetComponent<ItemComponent>());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
@@ -167,7 +167,7 @@ namespace Content.Server.GameObjects
|
|||||||
Remove(entity);
|
Remove(entity);
|
||||||
UpdateClientInventory();
|
UpdateClientInventory();
|
||||||
|
|
||||||
var item = entity.GetComponent<IItemComponent>();
|
var item = entity.GetComponent<ItemComponent>();
|
||||||
if (item != null && playerentity.TryGetComponent(out HandsComponent hands))
|
if (item != null && playerentity.TryGetComponent(out HandsComponent hands))
|
||||||
{
|
{
|
||||||
if (hands.PutInHand(item))
|
if (hands.PutInHand(item))
|
||||||
|
|||||||
@@ -30,6 +30,7 @@ namespace Content.Server.GameObjects
|
|||||||
Wallet = 4,
|
Wallet = 4,
|
||||||
Pocket = 12,
|
Pocket = 12,
|
||||||
Box = 24,
|
Box = 24,
|
||||||
|
Belt = 30,
|
||||||
Toolbox = 60,
|
Toolbox = 60,
|
||||||
Backpack = 100,
|
Backpack = 100,
|
||||||
NoStoring = 9999
|
NoStoring = 9999
|
||||||
|
|||||||
51
Content.Server/GameObjects/ContainerSlot.cs
Normal file
@@ -0,0 +1,51 @@
|
|||||||
|
using SS14.Server.GameObjects.Components.Container;
|
||||||
|
using SS14.Server.Interfaces.GameObjects;
|
||||||
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace Content.Server.GameObjects
|
||||||
|
{
|
||||||
|
public class ContainerSlot : BaseContainer
|
||||||
|
{
|
||||||
|
public IEntity ContainedEntity { get; private set; } = null;
|
||||||
|
|
||||||
|
/// <inheritdoc />
|
||||||
|
public override IReadOnlyCollection<IEntity> ContainedEntities => new List<IEntity> { ContainedEntity }.AsReadOnly();
|
||||||
|
|
||||||
|
public ContainerSlot(string id, IContainerManager manager) : base(id, manager)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc />
|
||||||
|
public override bool CanInsert(IEntity toinsert)
|
||||||
|
{
|
||||||
|
if (ContainedEntity != null)
|
||||||
|
return false;
|
||||||
|
return base.CanInsert(toinsert);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc />
|
||||||
|
public override bool Contains(IEntity contained)
|
||||||
|
{
|
||||||
|
if (contained == ContainedEntity)
|
||||||
|
return true;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc />
|
||||||
|
protected override void InternalInsert(IEntity toinsert)
|
||||||
|
{
|
||||||
|
ContainedEntity = toinsert;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <inheritdoc />
|
||||||
|
protected override void InternalRemove(IEntity toremove)
|
||||||
|
{
|
||||||
|
ContainedEntity = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,4 +1,5 @@
|
|||||||
using SS14.Shared.Interfaces.GameObjects;
|
using Content.Server.GameObjects;
|
||||||
|
using SS14.Shared.Interfaces.GameObjects;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
namespace Content.Server.Interfaces.GameObjects
|
namespace Content.Server.Interfaces.GameObjects
|
||||||
@@ -13,26 +14,26 @@ namespace Content.Server.Interfaces.GameObjects
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Enumerates over every held item.
|
/// Enumerates over every held item.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
IEnumerable<IItemComponent> GetAllHeldItems();
|
IEnumerable<ItemComponent> GetAllHeldItems();
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets the item held by a hand.
|
/// Gets the item held by a hand.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="index">The index of the hand to get.</param>
|
/// <param name="index">The index of the hand to get.</param>
|
||||||
/// <returns>The item in the held, null if no item is held</returns>
|
/// <returns>The item in the held, null if no item is held</returns>
|
||||||
IItemComponent GetHand(string index);
|
ItemComponent GetHand(string index);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets item held by the current active hand
|
/// Gets item held by the current active hand
|
||||||
/// </summary>
|
/// </summary>
|
||||||
IItemComponent GetActiveHand { get; }
|
ItemComponent GetActiveHand { get; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Puts an item into any empty hand, preferring the active hand.
|
/// Puts an item into any empty hand, preferring the active hand.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="item">The item to put in a hand.</param>
|
/// <param name="item">The item to put in a hand.</param>
|
||||||
/// <returns>True if the item was inserted, false otherwise.</returns>
|
/// <returns>True if the item was inserted, false otherwise.</returns>
|
||||||
bool PutInHand(IItemComponent item);
|
bool PutInHand(ItemComponent item);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Puts an item into a specific hand.
|
/// Puts an item into a specific hand.
|
||||||
@@ -40,17 +41,17 @@ namespace Content.Server.Interfaces.GameObjects
|
|||||||
/// <param name="item">The item to put in the hand.</param>
|
/// <param name="item">The item to put in the hand.</param>
|
||||||
/// <param name="index">The index of the hand to put the item into.</param>
|
/// <param name="index">The index of the hand to put the item into.</param>
|
||||||
/// <param name="fallback">
|
/// <param name="fallback">
|
||||||
/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(IItemComponent)" />
|
/// If true and the provided hand is full, the method will fall back to <see cref="PutInHand(ItemComponent)" />
|
||||||
/// </param>
|
/// </param>
|
||||||
/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
|
/// <returns>True if the item was inserted into a hand, false otherwise.</returns>
|
||||||
bool PutInHand(IItemComponent item, string index, bool fallback=true);
|
bool PutInHand(ItemComponent item, string index, bool fallback=true);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Checks to see if an item can be put in any hand.
|
/// Checks to see if an item can be put in any hand.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="item">The item to check for.</param>
|
/// <param name="item">The item to check for.</param>
|
||||||
/// <returns>True if the item can be inserted, false otherwise.</returns>
|
/// <returns>True if the item can be inserted, false otherwise.</returns>
|
||||||
bool CanPutInHand(IItemComponent item);
|
bool CanPutInHand(ItemComponent item);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Checks to see if an item can be put in the specified hand.
|
/// Checks to see if an item can be put in the specified hand.
|
||||||
@@ -58,7 +59,7 @@ namespace Content.Server.Interfaces.GameObjects
|
|||||||
/// <param name="item">The item to check for.</param>
|
/// <param name="item">The item to check for.</param>
|
||||||
/// <param name="index">The index for the hand to check for.</param>
|
/// <param name="index">The index for the hand to check for.</param>
|
||||||
/// <returns>True if the item can be inserted, false otherwise.</returns>
|
/// <returns>True if the item can be inserted, false otherwise.</returns>
|
||||||
bool CanPutInHand(IItemComponent item, string index);
|
bool CanPutInHand(ItemComponent item, string index);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Drops an item on the ground, removing it from the hand.
|
/// Drops an item on the ground, removing it from the hand.
|
||||||
|
|||||||
@@ -1,101 +0,0 @@
|
|||||||
using SS14.Server.Interfaces.GameObjects;
|
|
||||||
using SS14.Shared.Interfaces.GameObjects;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace Content.Server.Interfaces.GameObjects
|
|
||||||
{
|
|
||||||
public interface IInventoryComponent : IComponent
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Gets the item in the specified slot.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="slot">The slot to get the item for.</param>
|
|
||||||
/// <returns>Null if the slot is empty, otherwise the item.</returns>
|
|
||||||
IItemComponent Get(string slot);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Gets the slot with specified name.
|
|
||||||
/// This gets the slot, NOT the item contained therein.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="slot">The name of the slot to get.</param>
|
|
||||||
IInventorySlot GetSlot(string slot);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Puts an item in a slot.
|
|
||||||
/// </summary>
|
|
||||||
/// <remarks>
|
|
||||||
/// This will fail if there is already an item in the specified slot.
|
|
||||||
/// </remarks>
|
|
||||||
/// <param name="slot">The slot to put the item in.</param>
|
|
||||||
/// <param name="item">The item to insert into the slot.</param>
|
|
||||||
/// <returns>True if the item was successfully inserted, false otherwise.</returns>
|
|
||||||
bool Insert(string slot, IItemComponent item);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Checks whether an item can be put in the specified slot.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="slot">The slot to check for.</param>
|
|
||||||
/// <param name="item">The item to check for.</param>
|
|
||||||
/// <returns>True if the item can be inserted into the specified slot.</returns>
|
|
||||||
bool CanInsert(string slot, IItemComponent item);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Drops the item in a slot.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="slot">The slot to drop the item from.</param>
|
|
||||||
/// <returns>True if an item was dropped, false otherwise.</returns>
|
|
||||||
bool Drop(string slot);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Checks whether an item can be dropped from the specified slot.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="slot">The slot to check for.</param>
|
|
||||||
/// <returns>
|
|
||||||
/// True if there is an item in the slot and it can be dropped, false otherwise.
|
|
||||||
/// </returns>
|
|
||||||
bool CanDrop(string slot);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Adds a new slot to this inventory component.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="slot">The name of the slot to add.</param>
|
|
||||||
/// <exception cref="InvalidOperationException">
|
|
||||||
/// Thrown if the slot with specified name already exists.
|
|
||||||
/// </exception>
|
|
||||||
IInventorySlot AddSlot(string slot);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Removes a slot from this inventory component.
|
|
||||||
/// </summary>
|
|
||||||
/// <remarks>
|
|
||||||
/// If the slot contains an item, the item is dropped.
|
|
||||||
/// </remarks>
|
|
||||||
/// <param name="slot">The name of the slot to remove.</param>
|
|
||||||
void RemoveSlot(string slot);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Checks whether a slot with the specified name exists.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="slot">The slot name to check.</param>
|
|
||||||
/// <returns>True if the slot exists, false otherwise.</returns>
|
|
||||||
bool HasSlot(string slot);
|
|
||||||
}
|
|
||||||
|
|
||||||
public interface IInventorySlot
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// The name of the slot.
|
|
||||||
/// </summary>
|
|
||||||
string Name { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The item contained in the slot, can be null.
|
|
||||||
/// </summary>
|
|
||||||
IItemComponent Item { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The component owning us.
|
|
||||||
/// </summary>
|
|
||||||
IInventoryComponent Owner { get; }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,22 +0,0 @@
|
|||||||
using SS14.Shared.Interfaces.GameObjects;
|
|
||||||
|
|
||||||
namespace Content.Server.Interfaces.GameObjects
|
|
||||||
{
|
|
||||||
public interface IItemComponent : IComponent
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// The inventory slot this item is stored in, if any.
|
|
||||||
/// </summary>
|
|
||||||
IInventorySlot ContainingSlot { get; }
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when the item is removed from its inventory slot.
|
|
||||||
/// </summary>
|
|
||||||
void RemovedFromSlot();
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when the item is inserted into a new inventory slot.
|
|
||||||
/// </summary>
|
|
||||||
void EquippedToSlot(IInventorySlot slot);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -65,6 +65,9 @@
|
|||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="EntryPoint.cs" />
|
<Compile Include="EntryPoint.cs" />
|
||||||
<Compile Include="GameObjects\Components\Doors\SharedDoorComponent.cs" />
|
<Compile Include="GameObjects\Components\Doors\SharedDoorComponent.cs" />
|
||||||
|
<Compile Include="GameObjects\Components\Inventory\EquipmentSlotDefinitions.cs" />
|
||||||
|
<Compile Include="GameObjects\Components\Inventory\InventoryTemplates.cs" />
|
||||||
|
<Compile Include="GameObjects\Components\Inventory\SharedInventoryComponent.cs" />
|
||||||
<Compile Include="GameObjects\Components\Storage\SharedStorageComponent.cs" />
|
<Compile Include="GameObjects\Components\Storage\SharedStorageComponent.cs" />
|
||||||
<Compile Include="GameObjects\ContentNetIDs.cs" />
|
<Compile Include="GameObjects\ContentNetIDs.cs" />
|
||||||
<Compile Include="GameObjects\PhysicalConstants.cs" />
|
<Compile Include="GameObjects\PhysicalConstants.cs" />
|
||||||
|
|||||||
@@ -0,0 +1,100 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace Content.Shared.GameObjects.Components.Inventory
|
||||||
|
{
|
||||||
|
public static class EquipmentSlotDefines
|
||||||
|
{
|
||||||
|
public enum Slots
|
||||||
|
{
|
||||||
|
NONE,
|
||||||
|
HEAD,
|
||||||
|
EYES,
|
||||||
|
EARS,
|
||||||
|
MASK,
|
||||||
|
OUTERCLOTHING,
|
||||||
|
INNERCLOTHING,
|
||||||
|
BACKPACK,
|
||||||
|
BELT,
|
||||||
|
GLOVES,
|
||||||
|
SHOES,
|
||||||
|
IDCARD,
|
||||||
|
POCKET1,
|
||||||
|
POCKET2,
|
||||||
|
POCKET3,
|
||||||
|
POCKET4,
|
||||||
|
EXOSUITSLOT1,
|
||||||
|
EXOSUITSLOT2
|
||||||
|
}
|
||||||
|
|
||||||
|
[Flags]
|
||||||
|
public enum SlotFlags
|
||||||
|
{
|
||||||
|
NONE = 0,
|
||||||
|
PREVENTEQUIP = 1 << 0,
|
||||||
|
HEAD = 1 << 1,
|
||||||
|
HELMET = 1 << 1,
|
||||||
|
EYES = 1 << 2,
|
||||||
|
EARS = 1 << 3,
|
||||||
|
MASK = 1 << 4,
|
||||||
|
OUTERCLOTHING = 1 << 5,
|
||||||
|
INNERCLOTHING = 1 << 6,
|
||||||
|
BACK = 1 << 7,
|
||||||
|
BACKPACK = 1 << 7,
|
||||||
|
BELT = 1 << 8,
|
||||||
|
GLOVES = 1 << 9,
|
||||||
|
HAND = 1 << 9,
|
||||||
|
IDCARD = 1 << 10,
|
||||||
|
POCKET = 1 << 11,
|
||||||
|
LEGS = 1 << 12,
|
||||||
|
SHOES = 1 << 13,
|
||||||
|
FEET = 1 << 13,
|
||||||
|
EXOSUITSTORAGE = 1 << 14
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Dictionary<Slots, string> SlotNames = new Dictionary<Slots, string>()
|
||||||
|
{
|
||||||
|
{Slots.HEAD, "Head" },
|
||||||
|
{Slots.EYES, "Eyes" },
|
||||||
|
{Slots.EARS, "Ears" },
|
||||||
|
{Slots.MASK, "Mask" },
|
||||||
|
{Slots.OUTERCLOTHING, "Outer Clothing" },
|
||||||
|
{Slots.INNERCLOTHING, "Inner Clothing" },
|
||||||
|
{Slots.BACKPACK, "Backpack" },
|
||||||
|
{Slots.BELT, "Belt" },
|
||||||
|
{Slots.GLOVES, "Gloves" },
|
||||||
|
{Slots.SHOES, "Shoes" },
|
||||||
|
{Slots.IDCARD, "Id Card" },
|
||||||
|
{Slots.POCKET1, "Left Pocket" },
|
||||||
|
{Slots.POCKET2, "Right Pocket" },
|
||||||
|
{Slots.POCKET3, "Up Pocket" },
|
||||||
|
{Slots.POCKET4, "Down Pocket" },
|
||||||
|
{Slots.EXOSUITSLOT1, "Suit Storage" },
|
||||||
|
{Slots.EXOSUITSLOT2, "Backup Storage" }
|
||||||
|
};
|
||||||
|
|
||||||
|
public static Dictionary<Slots, SlotFlags> SlotMasks = new Dictionary<Slots, SlotFlags>()
|
||||||
|
{
|
||||||
|
{Slots.HEAD, SlotFlags.HEAD },
|
||||||
|
{Slots.EYES, SlotFlags.EYES },
|
||||||
|
{Slots.EARS, SlotFlags.EARS },
|
||||||
|
{Slots.MASK, SlotFlags.MASK },
|
||||||
|
{Slots.OUTERCLOTHING, SlotFlags.OUTERCLOTHING },
|
||||||
|
{Slots.INNERCLOTHING, SlotFlags.INNERCLOTHING },
|
||||||
|
{Slots.BACKPACK, SlotFlags.BACK },
|
||||||
|
{Slots.BELT, SlotFlags.BELT },
|
||||||
|
{Slots.GLOVES, SlotFlags.GLOVES },
|
||||||
|
{Slots.SHOES, SlotFlags.FEET },
|
||||||
|
{Slots.IDCARD, SlotFlags.IDCARD },
|
||||||
|
{Slots.POCKET1, SlotFlags.POCKET },
|
||||||
|
{Slots.POCKET2, SlotFlags.POCKET },
|
||||||
|
{Slots.POCKET3, SlotFlags.POCKET },
|
||||||
|
{Slots.POCKET4, SlotFlags.POCKET },
|
||||||
|
{Slots.EXOSUITSLOT1, SlotFlags.EXOSUITSTORAGE },
|
||||||
|
{Slots.EXOSUITSLOT2, SlotFlags.EXOSUITSTORAGE }
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
|
||||||
|
|
||||||
|
namespace Content.Shared.GameObjects
|
||||||
|
{
|
||||||
|
public abstract class Inventory
|
||||||
|
{
|
||||||
|
abstract public int Columns { get; }
|
||||||
|
|
||||||
|
abstract public List<Slots> SlotMasks { get; }
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,54 @@
|
|||||||
|
using SS14.Shared.GameObjects;
|
||||||
|
using SS14.Shared.Serialization;
|
||||||
|
using System;
|
||||||
|
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
|
||||||
|
|
||||||
|
namespace Content.Shared.GameObjects
|
||||||
|
{
|
||||||
|
public abstract class SharedInventoryComponent : Component
|
||||||
|
{
|
||||||
|
public sealed override string Name => "Inventory";
|
||||||
|
|
||||||
|
public override uint? NetID => ContentNetIDs.STORAGE;
|
||||||
|
|
||||||
|
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public class ServerInventoryMessage : ComponentMessage
|
||||||
|
{
|
||||||
|
public Slots Inventoryslot;
|
||||||
|
public EntityUid EntityUid;
|
||||||
|
public ServerInventoryUpdate Updatetype;
|
||||||
|
|
||||||
|
public ServerInventoryMessage()
|
||||||
|
{
|
||||||
|
Directed = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum ServerInventoryUpdate
|
||||||
|
{
|
||||||
|
Removal = 0,
|
||||||
|
Addition = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public class ClientInventoryMessage : ComponentMessage
|
||||||
|
{
|
||||||
|
public Slots Inventoryslot;
|
||||||
|
public ClientInventoryUpdate Updatetype;
|
||||||
|
|
||||||
|
public ClientInventoryMessage(Slots inventoryslot, ClientInventoryUpdate updatetype)
|
||||||
|
{
|
||||||
|
Directed = true;
|
||||||
|
Inventoryslot = inventoryslot;
|
||||||
|
Updatetype = updatetype;
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum ClientInventoryUpdate
|
||||||
|
{
|
||||||
|
Equip = 0,
|
||||||
|
Unequip = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -8,7 +8,7 @@ namespace Content.Shared.GameObjects.Components.Storage
|
|||||||
public abstract class SharedStorageComponent : Component
|
public abstract class SharedStorageComponent : Component
|
||||||
{
|
{
|
||||||
public sealed override string Name => "Storage";
|
public sealed override string Name => "Storage";
|
||||||
public override uint? NetID => ContentNetIDs.STORAGE;
|
public override uint? NetID => ContentNetIDs.INVENTORY;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -9,5 +9,6 @@
|
|||||||
public const uint HANDS = 1003;
|
public const uint HANDS = 1003;
|
||||||
public const uint DOOR = 1004;
|
public const uint DOOR = 1004;
|
||||||
public const uint STORAGE = 1005;
|
public const uint STORAGE = 1005;
|
||||||
|
public const uint INVENTORY = 1006;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,21 +1,160 @@
|
|||||||
- type: entity
|
- type: entity
|
||||||
parent: BaseItem
|
name: "Clothing"
|
||||||
|
id: Clothing
|
||||||
|
components:
|
||||||
|
- type: Transform
|
||||||
|
- type: Clothing
|
||||||
|
Size: 5
|
||||||
|
- type: Clickable
|
||||||
|
- type: BoundingBox
|
||||||
|
- type: Physics
|
||||||
|
mass: 5
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
id: ShoesItem
|
id: ShoesItem
|
||||||
name: Shoes
|
name: Shoes
|
||||||
components:
|
components:
|
||||||
- type: Sprite
|
- type: Sprite
|
||||||
sprite: Items/shoes.png
|
sprite: Items/shoes.png
|
||||||
|
|
||||||
- type: Icon
|
- type: Icon
|
||||||
icon: Items/shoes.png
|
icon: Items/shoes.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- shoes
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
parent: BaseItem
|
parent: Clothing
|
||||||
id: JanitorUniformItem
|
id: JanitorUniform
|
||||||
name: Janitor Jumpsuit
|
name: Janitor Jumpsuit
|
||||||
components:
|
components:
|
||||||
- type: Sprite
|
- type: Sprite
|
||||||
sprite: Items/janitorsuit.png
|
sprite: Items/janitorsuit.png
|
||||||
|
|
||||||
- type: Icon
|
- type: Icon
|
||||||
icon: Items/janitorsuit.png
|
icon: Items/janitorsuit.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- innerclothing
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: SecurityVestClothing
|
||||||
|
name: Security Vest
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/armorvest.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/armorvest.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- outerclothing
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: UtilityBeltClothing
|
||||||
|
name: Utility Belt
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/belt_utility.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/belt_utility.png
|
||||||
|
Size: 30
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- belt
|
||||||
|
- type: Storage
|
||||||
|
Capacity: 30
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: BackpackClothing
|
||||||
|
name: Backpack
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/backpack.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/backpack.png
|
||||||
|
Size: 9999
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- back
|
||||||
|
- type: Storage
|
||||||
|
Capacity: 100
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: MesonGlasses
|
||||||
|
name: Mesons
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/glasses_meson.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/glasses_meson.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- eyes
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: YellowGloves
|
||||||
|
name: Insulated Gloves
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/gloves_yellow.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/gloves_yellow.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- gloves
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: HelmetSecurity
|
||||||
|
name: Security Helmet
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/helmet_sec.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/helmet_sec.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- head
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: GasMaskClothing
|
||||||
|
name: Gas Mask
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/gasmask.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/gasmask.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- mask
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: IDCardStandard
|
||||||
|
name: Identification Card
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/idcard_standard.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/idcard_standard.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- idcard
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
parent: Clothing
|
||||||
|
id: RadioHeadsetEars
|
||||||
|
name: Headset Radio
|
||||||
|
components:
|
||||||
|
- type: Sprite
|
||||||
|
sprite: Clothing/ears_headset.png
|
||||||
|
- type: Icon
|
||||||
|
icon: Clothing/ears_headset.png
|
||||||
|
- type: Clothing
|
||||||
|
Slots:
|
||||||
|
- ears
|
||||||
79
Resources/Scenes/Inventory/HumanInventory.tscn
Normal file
@@ -0,0 +1,79 @@
|
|||||||
|
[gd_scene load_steps=2 format=2]
|
||||||
|
|
||||||
|
[ext_resource path="res://Scenes/SS14Window/SS14Window.tscn" type="PackedScene" id=1]
|
||||||
|
|
||||||
|
[node name="SS14Window" index="0" instance=ExtResource( 1 )]
|
||||||
|
|
||||||
|
margin_right = 403.0
|
||||||
|
rect_clip_content = false
|
||||||
|
|
||||||
|
[node name="Contents" parent="." index="0"]
|
||||||
|
|
||||||
|
rect_clip_content = false
|
||||||
|
|
||||||
|
[node name="PanelContainer" type="PanelContainer" parent="Contents" index="0"]
|
||||||
|
|
||||||
|
anchor_left = 0.0
|
||||||
|
anchor_top = 0.0
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
rect_pivot_offset = Vector2( 0, 0 )
|
||||||
|
rect_clip_content = false
|
||||||
|
mouse_filter = 0
|
||||||
|
mouse_default_cursor_shape = 0
|
||||||
|
size_flags_horizontal = 3
|
||||||
|
size_flags_vertical = 3
|
||||||
|
_sections_unfolded = [ "Anchor", "Grow Direction", "Margin", "Mouse", "Rect", "Size Flags", "Theme" ]
|
||||||
|
|
||||||
|
[node name="CenterContainer" type="CenterContainer" parent="Contents/PanelContainer" index="0"]
|
||||||
|
|
||||||
|
anchor_left = 0.0
|
||||||
|
anchor_top = 0.0
|
||||||
|
anchor_right = 0.0
|
||||||
|
anchor_bottom = 0.0
|
||||||
|
margin_left = 7.0
|
||||||
|
margin_top = 7.0
|
||||||
|
margin_right = 276.0
|
||||||
|
margin_bottom = 424.0
|
||||||
|
rect_pivot_offset = Vector2( 0, 0 )
|
||||||
|
rect_clip_content = false
|
||||||
|
mouse_filter = 0
|
||||||
|
mouse_default_cursor_shape = 0
|
||||||
|
size_flags_horizontal = 1
|
||||||
|
size_flags_vertical = 1
|
||||||
|
use_top_left = false
|
||||||
|
_sections_unfolded = [ "Anchor", "Focus", "Grow Direction", "Hint", "Margin", "Mouse", "Rect", "Size Flags", "Theme" ]
|
||||||
|
|
||||||
|
[node name="GridContainer" type="GridContainer" parent="Contents/PanelContainer/CenterContainer" index="0"]
|
||||||
|
|
||||||
|
anchor_left = 0.0
|
||||||
|
anchor_top = 0.0
|
||||||
|
anchor_right = 0.0
|
||||||
|
anchor_bottom = 0.0
|
||||||
|
margin_left = 134.0
|
||||||
|
margin_top = 208.0
|
||||||
|
margin_right = 134.0
|
||||||
|
margin_bottom = 208.0
|
||||||
|
rect_pivot_offset = Vector2( 0, 0 )
|
||||||
|
rect_clip_content = false
|
||||||
|
mouse_filter = 0
|
||||||
|
mouse_default_cursor_shape = 0
|
||||||
|
size_flags_horizontal = 1
|
||||||
|
size_flags_vertical = 1
|
||||||
|
columns = 3
|
||||||
|
_sections_unfolded = [ "Anchor", "Focus", "Grow Direction", "Hint", "Margin", "Material", "Mouse", "Rect", "Size Flags", "Theme", "custom_constants" ]
|
||||||
|
|
||||||
|
[node name="Header" parent="." index="1"]
|
||||||
|
|
||||||
|
rect_clip_content = false
|
||||||
|
|
||||||
|
[node name="Header Text" parent="Header" index="0"]
|
||||||
|
|
||||||
|
rect_clip_content = false
|
||||||
|
text = "I dont how to not use a window"
|
||||||
|
|
||||||
|
[node name="CloseButton" parent="Header" index="1"]
|
||||||
|
|
||||||
|
rect_clip_content = false
|
||||||
|
|
||||||
|
|
||||||
31
Resources/Scenes/Inventory/StorageSlot.tres
Normal file
@@ -0,0 +1,31 @@
|
|||||||
|
[gd_resource type="StyleBoxFlat" format=2]
|
||||||
|
|
||||||
|
[resource]
|
||||||
|
|
||||||
|
content_margin_left = -1.0
|
||||||
|
content_margin_right = -1.0
|
||||||
|
content_margin_top = -1.0
|
||||||
|
content_margin_bottom = -1.0
|
||||||
|
bg_color = Color( 0.746094, 0.0320587, 0.0320587, 0.519333 )
|
||||||
|
draw_center = true
|
||||||
|
border_width_left = 1
|
||||||
|
border_width_top = 1
|
||||||
|
border_width_right = 1
|
||||||
|
border_width_bottom = 1
|
||||||
|
border_color = Color( 0.8, 0.8, 0.8, 1 )
|
||||||
|
border_blend = false
|
||||||
|
corner_radius_top_left = 2
|
||||||
|
corner_radius_top_right = 2
|
||||||
|
corner_radius_bottom_right = 2
|
||||||
|
corner_radius_bottom_left = 2
|
||||||
|
corner_detail = 8
|
||||||
|
expand_margin_left = 0.0
|
||||||
|
expand_margin_right = 0.0
|
||||||
|
expand_margin_top = 0.0
|
||||||
|
expand_margin_bottom = 0.0
|
||||||
|
shadow_color = Color( 0, 0, 0, 0.6 )
|
||||||
|
shadow_size = 0
|
||||||
|
anti_aliasing = false
|
||||||
|
anti_aliasing_size = 1
|
||||||
|
_sections_unfolded = [ "Anti Aliasing", "Border", "Border Width", "Corner Radius", "Expand Margin", "Shadow" ]
|
||||||
|
|
||||||
89
Resources/Scenes/Inventory/StorageSlot.tscn
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
[gd_scene load_steps=2 format=2]
|
||||||
|
|
||||||
|
[ext_resource path="res://Scenes/Inventory/StorageSlot.tres" type="StyleBox" id=1]
|
||||||
|
|
||||||
|
[node name="PanelContainer" type="PanelContainer" index="0"]
|
||||||
|
|
||||||
|
anchor_left = 0.0
|
||||||
|
anchor_top = 0.0
|
||||||
|
anchor_right = 1.0
|
||||||
|
anchor_bottom = 1.0
|
||||||
|
margin_right = -974.0
|
||||||
|
margin_bottom = -550.0
|
||||||
|
rect_min_size = Vector2( 50, 50 )
|
||||||
|
rect_pivot_offset = Vector2( 0, 0 )
|
||||||
|
rect_clip_content = true
|
||||||
|
mouse_filter = 0
|
||||||
|
mouse_default_cursor_shape = 0
|
||||||
|
size_flags_horizontal = 1
|
||||||
|
size_flags_vertical = 1
|
||||||
|
custom_styles/panel = ExtResource( 1 )
|
||||||
|
_sections_unfolded = [ "Anchor", "Focus", "Grow Direction", "Hint", "Material", "Mouse", "Rect", "Visibility", "custom_styles" ]
|
||||||
|
|
||||||
|
[node name="Button" type="Button" parent="." index="0"]
|
||||||
|
|
||||||
|
anchor_left = 0.0
|
||||||
|
anchor_top = 0.0
|
||||||
|
anchor_right = 0.0
|
||||||
|
anchor_bottom = 0.0
|
||||||
|
margin_left = 1.0
|
||||||
|
margin_top = 1.0
|
||||||
|
margin_right = 49.0
|
||||||
|
margin_bottom = 49.0
|
||||||
|
rect_pivot_offset = Vector2( 0, 0 )
|
||||||
|
rect_clip_content = false
|
||||||
|
focus_mode = 2
|
||||||
|
mouse_filter = 0
|
||||||
|
mouse_default_cursor_shape = 0
|
||||||
|
size_flags_horizontal = 1
|
||||||
|
size_flags_vertical = 1
|
||||||
|
toggle_mode = false
|
||||||
|
action_mode = 0
|
||||||
|
enabled_focus_mode = 2
|
||||||
|
shortcut = null
|
||||||
|
group = null
|
||||||
|
text = "Slut"
|
||||||
|
flat = true
|
||||||
|
clip_text = true
|
||||||
|
align = 1
|
||||||
|
_sections_unfolded = [ "Anchor", "Focus", "Grow Direction", "Hint", "Margin", "Mouse", "Rect", "Size Flags", "Theme", "custom_colors", "custom_constants", "custom_fonts", "custom_styles" ]
|
||||||
|
|
||||||
|
[node name="CenterContainer" type="CenterContainer" parent="." index="1"]
|
||||||
|
|
||||||
|
anchor_left = 0.0
|
||||||
|
anchor_top = 0.0
|
||||||
|
anchor_right = 0.0
|
||||||
|
anchor_bottom = 0.0
|
||||||
|
margin_left = 1.0
|
||||||
|
margin_top = 1.0
|
||||||
|
margin_right = 49.0
|
||||||
|
margin_bottom = 49.0
|
||||||
|
rect_pivot_offset = Vector2( 0, 0 )
|
||||||
|
rect_clip_content = false
|
||||||
|
mouse_filter = 2
|
||||||
|
mouse_default_cursor_shape = 0
|
||||||
|
size_flags_horizontal = 1
|
||||||
|
size_flags_vertical = 1
|
||||||
|
use_top_left = false
|
||||||
|
_sections_unfolded = [ "Mouse" ]
|
||||||
|
|
||||||
|
[node name="TextureRect" type="TextureRect" parent="CenterContainer" index="0"]
|
||||||
|
|
||||||
|
anchor_left = 0.0
|
||||||
|
anchor_top = 0.0
|
||||||
|
anchor_right = 0.0
|
||||||
|
anchor_bottom = 0.0
|
||||||
|
margin_left = 24.0
|
||||||
|
margin_top = 24.0
|
||||||
|
margin_right = 24.0
|
||||||
|
margin_bottom = 24.0
|
||||||
|
rect_pivot_offset = Vector2( 0, 0 )
|
||||||
|
rect_clip_content = false
|
||||||
|
mouse_filter = 2
|
||||||
|
mouse_default_cursor_shape = 0
|
||||||
|
size_flags_horizontal = 1
|
||||||
|
size_flags_vertical = 1
|
||||||
|
stretch_mode = 0
|
||||||
|
_sections_unfolded = [ "Mouse" ]
|
||||||
|
|
||||||
|
|
||||||
BIN
Resources/textures/Clothing/armorvest.png
Normal file
|
After Width: | Height: | Size: 251 B |
BIN
Resources/textures/Clothing/backpack.png
Normal file
|
After Width: | Height: | Size: 241 B |
BIN
Resources/textures/Clothing/belt_utility.png
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Resources/textures/Clothing/ears_headset.png
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Resources/textures/Clothing/gasmask.png
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Resources/textures/Clothing/glasses_meson.png
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Resources/textures/Clothing/gloves_yellow.png
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Resources/textures/Clothing/helmet_sec.png
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Resources/textures/Clothing/idcard_standard.png
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After Width: | Height: | Size: 650 B |