Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -1,8 +1,9 @@
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using System.Collections.Generic;
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using Content.Shared.Body.Scanner;
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using System;
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using Content.Shared.GameObjects.Components.Body.Scanner;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects.Components.UserInterface;
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using Robust.Shared.GameObjects.Components.UserInterface;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Body.Scanner
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@@ -14,10 +15,7 @@ namespace Content.Client.GameObjects.Components.Body.Scanner
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private BodyScannerDisplay _display;
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[ViewVariables]
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private BodyScannerTemplateData _template;
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[ViewVariables]
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private Dictionary<string, BodyScannerBodyPartData> _parts;
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private IEntity _entity;
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public BodyScannerBoundUserInterface(ClientUserInterfaceComponent owner, object uiKey) : base(owner, uiKey) { }
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@@ -33,15 +31,17 @@ namespace Content.Client.GameObjects.Components.Body.Scanner
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{
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base.UpdateState(state);
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if (!(state is BodyScannerInterfaceState scannerState))
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if (!(state is BodyScannerUIState scannerState))
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{
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return;
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}
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_template = scannerState.Template;
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_parts = scannerState.Parts;
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if (!Owner.Owner.EntityManager.TryGetEntity(scannerState.Uid, out _entity))
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{
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throw new ArgumentException($"Received an invalid entity with id {scannerState.Uid} for body scanner with id {Owner.Owner.Uid} at {Owner.Owner.Transform.MapPosition}");
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}
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_display.UpdateDisplay(_template, _parts);
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_display.UpdateDisplay(_entity);
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}
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protected override void Dispose(bool disposing)
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@@ -51,8 +51,6 @@ namespace Content.Client.GameObjects.Components.Body.Scanner
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if (disposing)
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{
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_display?.Dispose();
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_template = null;
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_parts.Clear();
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}
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}
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}
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