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>
|
||||
<Compile Include="EntryPoint.cs" />
|
||||
<Compile Include="GameObjects\Components\Inventory\ClientInventoryComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Storage\ClientStorageComponent.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="GameObjects\Components\Items\ClientHandsComponent.cs" />
|
||||
|
||||
@@ -13,7 +13,6 @@ namespace Content.Client
|
||||
{
|
||||
var factory = IoCManager.Resolve<IComponentFactory>();
|
||||
|
||||
factory.RegisterIgnore("Inventory");
|
||||
factory.RegisterIgnore("Item");
|
||||
factory.RegisterIgnore("Interactable");
|
||||
factory.RegisterIgnore("Damageable");
|
||||
@@ -38,12 +37,14 @@ namespace Content.Client
|
||||
factory.RegisterIgnore("MeleeWeapon");
|
||||
|
||||
factory.RegisterIgnore("Storeable");
|
||||
factory.RegisterIgnore("Clothing");
|
||||
|
||||
factory.Register<HandsComponent>();
|
||||
factory.RegisterReference<HandsComponent, IHandsComponent>();
|
||||
factory.Register<ClientStorageComponent>();
|
||||
|
||||
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;
|
||||
|
||||
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()
|
||||
{
|
||||
if(GetEntity(ActiveIndex) != null)
|
||||
{
|
||||
SendNetworkMessage(new ActivateInhandMsg());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -74,8 +74,10 @@
|
||||
<Compile Include="GameObjects\Components\Interactable\Tools\WelderComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Interactable\Tools\WirecutterComponent.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\ServerStorageComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Items\Storage\ItemComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Power\PowerStorageComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Power\PowerGeneratorComponent.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\Projectile\ProjectileWeapon.cs" />
|
||||
<Compile Include="GameObjects\Components\Weapon\Ranged\RangedWeapon.cs" />
|
||||
<Compile Include="GameObjects\ContainerSlot.cs" />
|
||||
<Compile Include="GameObjects\EntitySystems\InteractionSystem.cs" />
|
||||
<Compile Include="GameObjects\EntitySystems\PowerSystem.cs" />
|
||||
<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
|
||||
<Compile Include="Interfaces\GameObjects\Components\Items\IInventoryComponent.cs" />
|
||||
<Compile Include="Interfaces\GameObjects\Components\Items\IItemComponent.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\GUI\ServerHandsComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\GUI\InventoryComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Damage\DamageableComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Damage\DestructibleComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\Damage\ResistanceSet.cs" />
|
||||
|
||||
@@ -53,12 +53,12 @@ namespace Content.Server
|
||||
factory.RegisterReference<HandsComponent, IHandsComponent>();
|
||||
|
||||
factory.Register<InventoryComponent>();
|
||||
factory.RegisterReference<InventoryComponent, IInventoryComponent>();
|
||||
|
||||
factory.Register<StoreableComponent>();
|
||||
factory.Register<ItemComponent>();
|
||||
factory.RegisterReference<ItemComponent, IItemComponent>();
|
||||
factory.RegisterReference<ItemComponent, StoreableComponent>();
|
||||
factory.Register<ClothingComponent>();
|
||||
factory.RegisterReference<ClothingComponent, ItemComponent>();
|
||||
|
||||
factory.Register<DamageableComponent>();
|
||||
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.Interfaces.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.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.Utility;
|
||||
using YamlDotNet.RepresentationModel;
|
||||
|
||||
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 IInventoryComponent inventory;
|
||||
private IServerTransformComponent transform;
|
||||
private YamlMappingNode tempParametersMapping;
|
||||
|
||||
// Mostly arbitrary.
|
||||
public const float PICKUP_RANGE = 2;
|
||||
|
||||
public override void Initialize()
|
||||
public override void ExposeData(EntitySerializer serializer)
|
||||
{
|
||||
inventory = Owner.GetComponent<IInventoryComponent>();
|
||||
transform = Owner.GetComponent<IServerTransformComponent>();
|
||||
if (tempParametersMapping != null)
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataField(ref orderedHands, "hands", new List<string>(0));
|
||||
foreach (var handsname in orderedHands)
|
||||
{
|
||||
foreach (var node in tempParametersMapping.GetNode<YamlSequenceNode>("hands"))
|
||||
{
|
||||
AddHand(node.AsString());
|
||||
AddHand(handsname);
|
||||
}
|
||||
}
|
||||
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
inventory = null;
|
||||
base.OnRemove();
|
||||
}
|
||||
|
||||
public override void LoadParameters(YamlMappingNode mapping)
|
||||
{
|
||||
tempParametersMapping = mapping;
|
||||
base.LoadParameters(mapping);
|
||||
}
|
||||
|
||||
public IEnumerable<IItemComponent> GetAllHeldItems()
|
||||
public IEnumerable<ItemComponent> GetAllHeldItems()
|
||||
{
|
||||
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];
|
||||
return slot.Item;
|
||||
return slot.ContainedEntity?.GetComponent<ItemComponent>();
|
||||
}
|
||||
|
||||
public IItemComponent GetActiveHand => GetHand(ActiveIndex);
|
||||
public ItemComponent GetActiveHand => GetHand(ActiveIndex);
|
||||
|
||||
/// <summary>
|
||||
/// 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())
|
||||
{
|
||||
@@ -118,7 +99,7 @@ namespace Content.Server.GameObjects
|
||||
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))
|
||||
{
|
||||
@@ -126,10 +107,10 @@ namespace Content.Server.GameObjects
|
||||
}
|
||||
|
||||
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())
|
||||
{
|
||||
@@ -142,27 +123,50 @@ namespace Content.Server.GameObjects
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanPutInHand(IItemComponent item, string index)
|
||||
public bool CanPutInHand(ItemComponent item, string 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;
|
||||
}
|
||||
|
||||
var slot = hands[index];
|
||||
return slot.Owner.Drop(slot.Name);
|
||||
var inventorySlot = hands[slot];
|
||||
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];
|
||||
return slot.Item != null && slot.Owner.CanDrop(slot.Name);
|
||||
var inventorySlot = hands[slot];
|
||||
return inventorySlot.CanRemove(inventorySlot.ContainedEntity);
|
||||
}
|
||||
|
||||
public void AddHand(string index)
|
||||
@@ -172,9 +176,12 @@ namespace Content.Server.GameObjects
|
||||
throw new InvalidOperationException($"Hand '{index}' already exists.");
|
||||
}
|
||||
|
||||
var slot = inventory.AddSlot(HandSlotName(index));
|
||||
var slot = ContainerManagerComponent.Create<ContainerSlot>(Name + "_" + index, Owner);
|
||||
hands[index] = slot;
|
||||
if(!orderedHands.Contains(index))
|
||||
{
|
||||
orderedHands.Add(index);
|
||||
}
|
||||
if (ActiveIndex == null)
|
||||
{
|
||||
ActiveIndex = index;
|
||||
@@ -188,7 +195,7 @@ namespace Content.Server.GameObjects
|
||||
throw new InvalidOperationException($"Hand '{index}' does not exist.");
|
||||
}
|
||||
|
||||
inventory.RemoveSlot(HandSlotName(index));
|
||||
hands[index].Shutdown(); //TODO verify this
|
||||
hands.Remove(index);
|
||||
orderedHands.Remove(index);
|
||||
|
||||
@@ -220,9 +227,9 @@ namespace Content.Server.GameObjects
|
||||
var dict = new Dictionary<string, EntityUid>(hands.Count);
|
||||
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);
|
||||
@@ -240,6 +247,7 @@ namespace Content.Server.GameObjects
|
||||
ActiveIndex = orderedHands[index];
|
||||
}
|
||||
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
|
||||
{
|
||||
base.HandleMessage(message, netChannel, component);
|
||||
@@ -271,7 +279,7 @@ namespace Content.Server.GameObjects
|
||||
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:
|
||||
if (msg.State != BoundKeyState.Down)
|
||||
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
|
||||
{
|
||||
public class ItemComponent : StoreableComponent, IItemComponent, EntitySystems.IAttackHand
|
||||
public class ItemComponent : StoreableComponent, EntitySystems.IAttackHand
|
||||
{
|
||||
public override string Name => "Item";
|
||||
|
||||
/// <inheritdoc />
|
||||
public IInventorySlot ContainingSlot { get; private set; }
|
||||
|
||||
public void RemovedFromSlot()
|
||||
{
|
||||
if (ContainingSlot == null)
|
||||
{
|
||||
throw new InvalidOperationException("Item is not in a slot.");
|
||||
}
|
||||
|
||||
ContainingSlot = null;
|
||||
|
||||
foreach (var component in Owner.GetComponents<ISpriteRenderableComponent>())
|
||||
{
|
||||
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>())
|
||||
{
|
||||
component.Visible = false;
|
||||
@@ -44,10 +28,6 @@ namespace Content.Server.GameObjects
|
||||
|
||||
public bool Attackhand(IEntity user)
|
||||
{
|
||||
if (ContainingSlot != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var hands = user.GetComponent<IHandsComponent>();
|
||||
hands.PutInHand(this, hands.ActiveIndex, fallback: false);
|
||||
return true;
|
||||
|
||||
@@ -28,7 +28,7 @@ namespace Content.Server.GameObjects
|
||||
{
|
||||
base.OnAdd();
|
||||
|
||||
storage = Container.Create("storagebase", Owner);
|
||||
storage = ContainerManagerComponent.Create<Container>("storagebase", Owner);
|
||||
}
|
||||
|
||||
public override void ExposeData(EntitySerializer serializer)
|
||||
@@ -105,7 +105,7 @@ namespace Content.Server.GameObjects
|
||||
else
|
||||
{
|
||||
//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;
|
||||
@@ -167,7 +167,7 @@ namespace Content.Server.GameObjects
|
||||
Remove(entity);
|
||||
UpdateClientInventory();
|
||||
|
||||
var item = entity.GetComponent<IItemComponent>();
|
||||
var item = entity.GetComponent<ItemComponent>();
|
||||
if (item != null && playerentity.TryGetComponent(out HandsComponent hands))
|
||||
{
|
||||
if (hands.PutInHand(item))
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace Content.Server.GameObjects
|
||||
Wallet = 4,
|
||||
Pocket = 12,
|
||||
Box = 24,
|
||||
Belt = 30,
|
||||
Toolbox = 60,
|
||||
Backpack = 100,
|
||||
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;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
@@ -13,26 +14,26 @@ namespace Content.Server.Interfaces.GameObjects
|
||||
/// <summary>
|
||||
/// Enumerates over every held item.
|
||||
/// </summary>
|
||||
IEnumerable<IItemComponent> GetAllHeldItems();
|
||||
IEnumerable<ItemComponent> GetAllHeldItems();
|
||||
|
||||
/// <summary>
|
||||
/// Gets the item held by a hand.
|
||||
/// </summary>
|
||||
/// <param name="index">The index of the hand to get.</param>
|
||||
/// <returns>The item in the held, null if no item is held</returns>
|
||||
IItemComponent GetHand(string index);
|
||||
ItemComponent GetHand(string index);
|
||||
|
||||
/// <summary>
|
||||
/// Gets item held by the current active hand
|
||||
/// </summary>
|
||||
IItemComponent GetActiveHand { get; }
|
||||
ItemComponent GetActiveHand { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Puts an item into any empty hand, preferring the active hand.
|
||||
/// </summary>
|
||||
/// <param name="item">The item to put in a hand.</param>
|
||||
/// <returns>True if the item was inserted, false otherwise.</returns>
|
||||
bool PutInHand(IItemComponent item);
|
||||
bool PutInHand(ItemComponent item);
|
||||
|
||||
/// <summary>
|
||||
/// 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="index">The index of the hand to put the item into.</param>
|
||||
/// <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>
|
||||
/// <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>
|
||||
/// Checks to see if an item can be put in any hand.
|
||||
/// </summary>
|
||||
/// <param name="item">The item to check for.</param>
|
||||
/// <returns>True if the item can be inserted, false otherwise.</returns>
|
||||
bool CanPutInHand(IItemComponent item);
|
||||
bool CanPutInHand(ItemComponent item);
|
||||
|
||||
/// <summary>
|
||||
/// 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="index">The index for the hand to check for.</param>
|
||||
/// <returns>True if the item can be inserted, false otherwise.</returns>
|
||||
bool CanPutInHand(IItemComponent item, string index);
|
||||
bool CanPutInHand(ItemComponent item, string index);
|
||||
|
||||
/// <summary>
|
||||
/// 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>
|
||||
<Compile Include="EntryPoint.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\ContentNetIDs.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 sealed override string Name => "Storage";
|
||||
public override uint? NetID => ContentNetIDs.STORAGE;
|
||||
public override uint? NetID => ContentNetIDs.INVENTORY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -9,5 +9,6 @@
|
||||
public const uint HANDS = 1003;
|
||||
public const uint DOOR = 1004;
|
||||
public const uint STORAGE = 1005;
|
||||
public const uint INVENTORY = 1006;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,160 @@
|
||||
- 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
|
||||
name: Shoes
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: Items/shoes.png
|
||||
|
||||
- type: Icon
|
||||
icon: Items/shoes.png
|
||||
- type: Clothing
|
||||
Slots:
|
||||
- shoes
|
||||
|
||||
- type: entity
|
||||
parent: BaseItem
|
||||
id: JanitorUniformItem
|
||||
parent: Clothing
|
||||
id: JanitorUniform
|
||||
name: Janitor Jumpsuit
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: Items/janitorsuit.png
|
||||
|
||||
- type: Icon
|
||||
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
Normal file
|
After Width: | Height: | Size: 256 B |
BIN
Resources/textures/Clothing/ears_headset.png
Normal file
|
After Width: | Height: | Size: 191 B |
BIN
Resources/textures/Clothing/gasmask.png
Normal file
|
After Width: | Height: | Size: 581 B |
BIN
Resources/textures/Clothing/glasses_meson.png
Normal file
|
After Width: | Height: | Size: 199 B |
BIN
Resources/textures/Clothing/gloves_yellow.png
Normal file
|
After Width: | Height: | Size: 205 B |
BIN
Resources/textures/Clothing/helmet_sec.png
Normal file
|
After Width: | Height: | Size: 234 B |
BIN
Resources/textures/Clothing/idcard_standard.png
Normal file
|
After Width: | Height: | Size: 650 B |