Fix monkey jumpsuits (#17410)
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@@ -12,12 +12,15 @@ using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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using Robust.Shared.Utility;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Clothing;
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public sealed class ClientClothingSystem : ClothingSystem
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{
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public const string Jumpsuit = "jumpsuit";
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/// <summary>
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/// This is a shitty hotfix written by me (Paul) to save me from renaming all files.
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/// For some context, im currently refactoring inventory. Part of that is slots not being indexed by a massive enum anymore, but by strings.
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@@ -30,7 +33,7 @@ public sealed class ClientClothingSystem : ClothingSystem
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{"ears", "EARS"},
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{"mask", "MASK"},
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{"outerClothing", "OUTERCLOTHING"},
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{"jumpsuit", "INNERCLOTHING"},
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{Jumpsuit, "INNERCLOTHING"},
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{"neck", "NECK"},
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{"back", "BACKPACK"},
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{"belt", "BELT"},
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@@ -60,15 +63,22 @@ public sealed class ClientClothingSystem : ClothingSystem
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private void OnAppearanceUpdate(EntityUid uid, InventoryComponent component, ref AppearanceChangeEvent args)
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{
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// May need to update jumpsuit stencils if the sex changed. Also required to properly set the stencil on init
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// This is when sex is first loaded from the profile.
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if (!TryComp(uid, out SpriteComponent? sprite) ||
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!TryComp(uid, out HumanoidAppearanceComponent? humanoid) ||
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!_inventorySystem.TryGetSlotEntity(uid, "jumpsuit", out var suit, component) ||
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!TryComp(suit, out ClothingComponent? clothing))
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if (args.Sprite == null)
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return;
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SetGenderedMask(sprite, humanoid, clothing);
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if (_inventorySystem.TryGetSlotEntity(uid, Jumpsuit, out var suit, component)
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&& TryComp(suit, out ClothingComponent? clothing))
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{
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SetGenderedMask(uid, args.Sprite, clothing);
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return;
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}
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// No clothing equipped -> make sure the layer is hidden, though this should already be handled by on-unequip.
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if (args.Sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var layer))
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{
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DebugTools.Assert(!args.Sprite[layer].Visible);
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args.Sprite.LayerSetVisible(layer, false);
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}
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}
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private void OnGetVisuals(EntityUid uid, ClothingComponent item, GetEquipmentVisualsEvent args)
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@@ -168,7 +178,15 @@ public sealed class ClientClothingSystem : ClothingSystem
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private void OnDidUnequip(EntityUid uid, SpriteComponent component, DidUnequipEvent args)
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{
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if (!TryComp(uid, out InventoryComponent? inventory) || !TryComp(uid, out InventorySlotsComponent? inventorySlots))
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// Hide jumpsuit mask layer.
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if (args.Slot == Jumpsuit
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&& TryComp(uid, out SpriteComponent? sprite)
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&& sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var maskLayer))
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{
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sprite.LayerSetVisible(maskLayer, false);
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}
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if (!TryComp(uid, out InventorySlotsComponent? inventorySlots))
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return;
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if (!inventorySlots.VisualLayerKeys.TryGetValue(args.Slot, out var revealedLayers))
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@@ -214,13 +232,8 @@ public sealed class ClientClothingSystem : ClothingSystem
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return;
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}
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if (slot == "jumpsuit")
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{
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if (!TryComp(equipee, out HumanoidAppearanceComponent? humanoid))
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return;
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SetGenderedMask(sprite, humanoid, clothingComponent);
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}
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if (slot == Jumpsuit)
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SetGenderedMask(equipee, sprite, clothingComponent);
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if (!_inventorySystem.TryGetSlot(equipee, slot, out var slotDef, inventory))
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return;
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@@ -287,7 +300,8 @@ public sealed class ClientClothingSystem : ClothingSystem
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// Another "temporary" fix for clothing stencil masks.
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// Sprite layer redactor when
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if (slot == "jumpsuit")
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// Sprite "redactor" just a week away.
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if (slot == Jumpsuit)
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layerData.Shader ??= "StencilDraw";
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sprite.LayerSetData(index, layerData);
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@@ -304,15 +318,15 @@ public sealed class ClientClothingSystem : ClothingSystem
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/// <param name="sprite">Sprite to modify</param>
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/// <param name="humanoid">Humanoid, to get gender from</param>
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/// <param name="clothing">Clothing component, to get mask sprite type</param>
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private static void SetGenderedMask(SpriteComponent sprite, HumanoidAppearanceComponent humanoid, ClothingComponent clothing)
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private void SetGenderedMask(EntityUid uid, SpriteComponent sprite, ClothingComponent clothing)
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{
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if (!sprite.LayerMapTryGet(HumanoidVisualLayers.StencilMask, out var layer))
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return;
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ClothingMask? mask = null;
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var prefix = "";
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ClothingMask mask;
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string prefix;
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switch (humanoid.Sex)
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switch (CompOrNull<HumanoidAppearanceComponent>(uid)?.Sex)
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{
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case Sex.Male:
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mask = clothing.MaleMask;
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@@ -322,23 +336,18 @@ public sealed class ClientClothingSystem : ClothingSystem
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mask = clothing.FemaleMask;
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prefix = "female_";
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break;
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case Sex.Unsexed:
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default:
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mask = clothing.UnisexMask;
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prefix = "unisex_";
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break;
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}
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if (mask != null)
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sprite.LayerSetState(layer, mask switch
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{
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sprite.LayerSetState(layer, mask switch
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{
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ClothingMask.NoMask => $"{prefix}none",
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ClothingMask.UniformTop => $"{prefix}top",
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_ => $"{prefix}full",
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});
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sprite.LayerSetVisible(layer, true);
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}
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else
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sprite.LayerSetVisible(layer, false);
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ClothingMask.NoMask => $"{prefix}none",
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ClothingMask.UniformTop => $"{prefix}top",
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_ => $"{prefix}full",
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});
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sprite.LayerSetVisible(layer, true);
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}
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}
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