Revert "Add support for multi-layer in-hand and clothing sprites" (#6521)
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62
Content.Client/Hands/HandsVisualizer.cs
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62
Content.Client/Hands/HandsVisualizer.cs
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using System;
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using Content.Shared.Hands.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Client.Hands
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{
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[UsedImplicitly]
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public class HandsVisualizer : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var entities = IoCManager.Resolve<IEntityManager>();
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if (!entities.TryGetComponent<ISpriteComponent>(component.Owner, out var sprite)) return;
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if (!component.TryGetData(HandsVisuals.VisualState, out HandsVisualState visualState)) return;
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foreach (HandLocation location in Enum.GetValues(typeof(HandLocation)))
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{
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var layerKey = LocationToLayerKey(location);
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if (sprite.LayerMapTryGet(layerKey, out var layer))
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{
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sprite.RemoveLayer(layer);
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sprite.LayerMapRemove(layer);
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}
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}
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var resourceCache = IoCManager.Resolve<IResourceCache>();
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var hands = visualState.Hands;
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foreach (var hand in hands)
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{
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var rsi = resourceCache.GetResource<RSIResource>(SharedSpriteComponent.TextureRoot / hand.RsiPath).RSI;
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var state = $"inhand-{hand.Location.ToString().ToLowerInvariant()}";
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if (hand.EquippedPrefix != null)
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state = $"{hand.EquippedPrefix}-" + state;
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if (rsi.TryGetState(state, out var _))
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{
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var layerKey = LocationToLayerKey(hand.Location);
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sprite.LayerMapReserveBlank(layerKey);
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var layer = sprite.LayerMapGet(layerKey);
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sprite.LayerSetVisible(layer, true);
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sprite.LayerSetRSI(layer, rsi);
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sprite.LayerSetColor(layer, hand.Color);
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sprite.LayerSetState(layer, state);
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}
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}
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}
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private string LocationToLayerKey(HandLocation location)
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{
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return location.ToString();
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}
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}
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}
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