Working flashlight for hard hats (#2599)

* Add verb to toggle flashlight

* Playing with hand-held light for hard hat

* ClothingEquippedPrefix will update players sprite when changed

* Make abstract prototype for hardhat and fixed hardhat orange sprites

* Fixed all other hard hats

* Fixed requested changes

* Restore prototype and sprites changes

* Nullables

* That's actually nullable

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
Alex Evgrashin
2020-11-23 06:17:38 +03:00
committed by GitHub
parent e97763afd2
commit fb6dd4a490
44 changed files with 202 additions and 31 deletions

View File

@@ -1,4 +1,6 @@
using System.Collections.Generic;
#nullable enable
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Client.GameObjects.Components.Clothing;
using Content.Shared.GameObjects.Components.Inventory;
@@ -22,10 +24,9 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
{
private readonly Dictionary<Slots, IEntity> _slots = new Dictionary<Slots, IEntity>();
[ViewVariables]
public InventoryInterfaceController InterfaceController { get; private set; }
[ViewVariables] public InventoryInterfaceController InterfaceController { get; private set; } = default!;
private ISpriteComponent _sprite;
private ISpriteComponent? _sprite;
private bool _playerAttached = false;
@@ -69,7 +70,7 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
}
}
public override void HandleComponentState(ComponentState curState, ComponentState nextState)
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
@@ -126,7 +127,7 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
return;
}
if (entity != null && entity.TryGetComponent(out ClothingComponent clothing))
if (entity.TryGetComponent(out ClothingComponent? clothing))
{
var flag = SlotMasks[slot];
var data = clothing.GetEquippedStateInfo(flag);
@@ -155,6 +156,9 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
internal void ClearAllSlotVisuals()
{
if (_sprite == null)
return;
foreach (var slot in InventoryInstance.SlotMasks)
{
if (slot != Slots.NONE)
@@ -192,7 +196,7 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
SendNetworkMessage(new OpenSlotStorageUIMessage(slot));
}
public override void HandleMessage(ComponentMessage message, IComponent component)
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
@@ -210,9 +214,25 @@ namespace Content.Client.GameObjects.Components.HUD.Inventory
}
}
public bool TryGetSlot(Slots slot, out IEntity item)
public bool TryGetSlot(Slots slot, out IEntity? item)
{
return _slots.TryGetValue(slot, out item);
}
public bool TryFindItemSlots(IEntity item, [NotNullWhen(true)] out Slots? slots)
{
slots = null;
foreach (var (slot, entity) in _slots)
{
if (entity == item)
{
slots = slot;
return true;
}
}
return false;
}
}
}