Add multi-layer in-hand and clothing support (#6740)

This commit is contained in:
Leon Friedrich
2022-03-02 12:29:42 +13:00
committed by GitHub
parent d088f0f02c
commit c4c238bda9
17 changed files with 529 additions and 262 deletions

View File

@@ -0,0 +1,110 @@
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Item;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using static Robust.Shared.GameObjects.SharedSpriteComponent;
namespace Content.Client.Items.Systems;
public sealed class ItemSystem : SharedItemSystem
{
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly IResourceCache _resCache = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedItemComponent, GetInhandVisualsEvent>(OnGetVisuals);
}
#region InhandVisuals
/// <summary>
/// When an items visual state changes, notify and entities that are holding this item that their sprite may need updating.
/// </summary>
public override void VisualsChanged(EntityUid uid, SharedItemComponent? item = null)
{
if (!Resolve(uid, ref item))
return;
// if the item is in a container, it might be equipped to hands or inventory slots --> update visuals.
if (_containerSystem.TryGetContainingContainer(uid, out var container))
RaiseLocalEvent(container.Owner, new VisualsChangedEvent(uid, container.ID));
}
/// <summary>
/// An entity holding this item is requesting visual information for in-hand sprites.
/// </summary>
private void OnGetVisuals(EntityUid uid, SharedItemComponent item, GetInhandVisualsEvent args)
{
var defaultKey = $"inhand-{args.Location.ToString().ToLowerInvariant()}";
// try get explicit visuals
if (item.InhandVisuals == null || !item.InhandVisuals.TryGetValue(args.Location, out var layers))
{
// get defaults
if (!TryGetDefaultVisuals(uid, item, defaultKey, out layers))
return;
}
var i = 0;
foreach (var layer in layers)
{
var key = layer.MapKeys?.FirstOrDefault();
if (key == null)
{
key = i == 0 ? defaultKey : $"{defaultKey}-{i}";
i++;
}
args.Layers.Add((key, layer));
}
}
/// <summary>
/// If no explicit in-hand visuals were specified, this attempts to populate with default values.
/// </summary>
/// <remarks>
/// Useful for lazily adding in-hand sprites without modifying yaml. And backwards compatibility.
/// </remarks>
private bool TryGetDefaultVisuals(EntityUid uid, SharedItemComponent item, string defaultKey, [NotNullWhen(true)] out List<PrototypeLayerData>? result)
{
result = null;
RSI? rsi = null;
if (item.RsiPath != null)
rsi = _resCache.GetResource<RSIResource>(TextureRoot / item.RsiPath).RSI;
else if (TryComp(uid, out SpriteComponent? sprite))
rsi = sprite.BaseRSI;
if (rsi == null || rsi.Path == null)
return false;
var state = (item.EquippedPrefix == null)
? defaultKey
: $"{item.EquippedPrefix}-{defaultKey}";
if (!rsi.TryGetState(state, out var _))
return false;
var layer = PrototypeLayerData.New();
layer.RsiPath = rsi.Path.ToString();
layer.State = state;
layer.MapKeys = new() { state };
result = new() { layer };
return true;
}
#endregion
}