using Content.Client.UserInterface; using Content.Shared.GameObjects.Components.Observer; using Robust.Client.GameObjects; using Robust.Client.Player; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Network; using Robust.Shared.IoC; using Robust.Shared.ViewVariables; namespace Content.Client.GameObjects.Components.Observer { [RegisterComponent] public class GhostComponent : SharedGhostComponent { private GhostGui _gui; [ViewVariables(VVAccess.ReadOnly)] public bool CanReturnToBody { get; private set; } = true; private bool _isAttached; #pragma warning disable 649 [Dependency] private readonly IGameHud _gameHud; [Dependency] private readonly IPlayerManager _playerManager; [Dependency] private IComponentManager _componentManager; #pragma warning restore 649 public override void OnRemove() { base.OnRemove(); _gui?.Dispose(); // PlayerDetachedMsg might not fire due to deletion order so... if (_isAttached) { SetGhostVisibility(false); } } private void SetGhostVisibility(bool visibility) { foreach (var ghost in _componentManager.GetAllComponents(typeof(GhostComponent))) { if (ghost.Owner.TryGetComponent(out SpriteComponent component)) component.Visible = visibility; } } public override void Initialize() { base.Initialize(); if (Owner.TryGetComponent(out SpriteComponent component)) component.Visible = _playerManager.LocalPlayer.ControlledEntity?.HasComponent() ?? false; } public override void HandleMessage(ComponentMessage message, IComponent component) { base.HandleMessage(message, component); switch (message) { case PlayerAttachedMsg _: if (_gui == null) { _gui = new GhostGui(this); } else { _gui.Orphan(); } _gameHud.HandsContainer.AddChild(_gui); SetGhostVisibility(true); _isAttached = true; break; case PlayerDetachedMsg _: _gui.Parent?.RemoveChild(_gui); SetGhostVisibility(false); _isAttached = false; break; } } public void SendReturnToBodyMessage() => SendNetworkMessage(new ReturnToBodyComponentMessage()); public override void HandleComponentState(ComponentState curState, ComponentState nextState) { base.HandleComponentState(curState, nextState); if (!(curState is GhostComponentState state)) return; CanReturnToBody = state.CanReturnToBody; if (Owner == _playerManager.LocalPlayer.ControlledEntity) { _gui?.Update(); } } } }