Revert "Add support for multi-layer in-hand and clothing sprites" (#6521)
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@@ -2,6 +2,7 @@ using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Hands.Components;
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using Content.Shared.Input;
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using Content.Shared.Item;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input.Binding;
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@@ -10,6 +11,7 @@ using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using System.Collections.Generic;
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namespace Content.Shared.Hands
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{
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@@ -23,7 +25,8 @@ namespace Content.Shared.Hands
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SubscribeAllEvent<RequestSetHandEvent>(HandleSetHand);
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SubscribeLocalEvent<SharedHandsComponent, EntRemovedFromContainerMessage>(HandleContainerRemoved);
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SubscribeLocalEvent<SharedHandsComponent, EntInsertedIntoContainerMessage>(HandleContainerInserted);
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SubscribeLocalEvent<SharedHandsComponent, EntInsertedIntoContainerMessage>(HandleContainerModified);
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SubscribeLocalEvent<SharedHandsComponent, ItemPrefixChangeEvent>(OnPrefixChanged);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.Drop, new PointerInputCmdHandler(DropPressed))
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@@ -31,6 +34,15 @@ namespace Content.Shared.Hands
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.Register<SharedHandsSystem>();
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}
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private void OnPrefixChanged(EntityUid uid, SharedHandsComponent component, ItemPrefixChangeEvent args)
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{
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// update hands visuals if this item is in a hand (rather then inventory or other container).
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if (component.HasHand(args.ContainerId))
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{
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UpdateHandVisuals(uid, component);
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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@@ -124,25 +136,43 @@ namespace Content.Shared.Hands
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public abstract void PickupAnimation(EntityUid item, EntityCoordinates initialPosition, Vector2 finalPosition,
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EntityUid? exclude);
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#endregion
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protected virtual void HandleContainerRemoved(EntityUid uid, SharedHandsComponent component, ContainerModifiedMessage args)
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{
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HandleContainerModified(uid, component, args);
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}
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#endregion
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protected virtual void HandleContainerModified(EntityUid uid, SharedHandsComponent hands, ContainerModifiedMessage args)
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#region visuals
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private void HandleContainerModified(EntityUid uid, SharedHandsComponent hands, ContainerModifiedMessage args)
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{
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// client updates hand visuals here.
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UpdateHandVisuals(uid, hands);
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}
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private void HandleContainerInserted(EntityUid uid, SharedHandsComponent component, EntInsertedIntoContainerMessage args)
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/// <summary>
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/// Update the In-Hand sprites
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/// </summary>
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public virtual void UpdateHandVisuals(EntityUid uid, SharedHandsComponent? handComp = null, AppearanceComponent? appearance = null)
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{
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// un-rotate entities. needed for things like directional flashlights
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Transform(args.Entity).LocalRotation = 0;
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if (!Resolve(uid, ref handComp, ref appearance, false))
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return;
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HandleContainerModified(uid, component, args);
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var handsVisuals = new List<HandVisualState>();
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foreach (var hand in handComp.Hands)
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{
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if (hand.HeldEntity == null)
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continue;
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if (!TryComp(hand.HeldEntity.Value, out SharedItemComponent? item) || item.RsiPath == null)
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continue;
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var handState = new HandVisualState(item.RsiPath, item.EquippedPrefix, hand.Location, item.Color);
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handsVisuals.Add(handState);
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}
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appearance.SetData(HandsVisuals.VisualState, new HandsVisualState(handsVisuals));
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}
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#endregion
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private void HandleSetHand(RequestSetHandEvent msg, EntitySessionEventArgs eventArgs)
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{
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