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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@@ -1,4 +1,6 @@
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using Content.Client.GameObjects.Components.ActionBlocking;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Appearance;
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@@ -8,7 +10,7 @@ using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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public sealed class HumanoidAppearanceComponent : SharedHumanoidAppearanceComponent
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public sealed class HumanoidAppearanceComponent : SharedHumanoidAppearanceComponent, IBodyPartAdded, IBodyPartRemoved
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{
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public override HumanoidCharacterAppearance Appearance
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{
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@@ -39,8 +41,24 @@ namespace Content.Client.GameObjects.Components.Mobs
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private void UpdateLooks()
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{
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if (Appearance is null) return;
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var sprite = Owner.GetComponent<SpriteComponent>();
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if (Appearance is null ||
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!Owner.TryGetComponent(out SpriteComponent sprite))
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{
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return;
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}
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if (Owner.TryGetBody(out var body))
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{
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foreach (var part in body.Parts.Values)
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{
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if (!part.Owner.TryGetComponent(out SpriteComponent partSprite))
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{
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continue;
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}
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partSprite.Color = Appearance.SkinColor;
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}
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}
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sprite.LayerSetColor(HumanoidVisualLayers.Hair, Appearance.HairColor);
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sprite.LayerSetColor(HumanoidVisualLayers.FacialHair, Appearance.FacialHairColor);
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@@ -71,5 +89,51 @@ namespace Content.Client.GameObjects.Components.Mobs
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sprite.LayerSetState(HumanoidVisualLayers.FacialHair,
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HairStyles.FacialHairStylesMap[facialHairStyle]);
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}
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public void BodyPartAdded(BodyPartAddedEventArgs args)
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{
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if (!Owner.TryGetComponent(out SpriteComponent sprite))
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{
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return;
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}
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if (!args.Part.Owner.TryGetComponent(out SpriteComponent partSprite))
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{
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return;
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}
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var layer = args.Part.ToHumanoidLayer();
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if (layer == null)
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{
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return;
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}
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// TODO BODY Layer color, sprite and state
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sprite.LayerSetVisible(layer, true);
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}
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public void BodyPartRemoved(BodyPartRemovedEventArgs args)
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{
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if (!Owner.TryGetComponent(out SpriteComponent sprite))
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{
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return;
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}
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if (!args.Part.Owner.TryGetComponent(out SpriteComponent partSprite))
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{
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return;
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}
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var layer = args.Part.ToHumanoidLayer();
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if (layer == null)
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{
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return;
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}
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// TODO BODY Layer color, sprite and state
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sprite.LayerSetVisible(layer, false);
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}
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}
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}
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