Files
tbd-station-14/Content.Shared/GameObjects/Components/Mobs/SharedHumanoidAppearanceComponent.cs
Pieter-Jan Briers 0ac4c0e85c SKREEEEEE (#3706)
* Import bird sprites and define basic mob.

* SKREEEEEEEEE

* Move hair styles to new sprite accessory prototypes.

Basic stuff, no multi-species stuff yet.

* Vox hair styles and clothes

* Make HumanoidCharacterProfile.Default() a static default to fix tests.

Usages that wanted the previous random behavior now call Random().

* Remove names from hair style prototypes.

(They're in localization files)

* Update Content.Shared/Actions/ActionType.cs

(sk)reeee github

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2021-03-28 17:26:32 +11:00

115 lines
3.5 KiB
C#

#nullable enable
using System;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Appearance;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
{
public abstract class SharedHumanoidAppearanceComponent : Component
{
private HumanoidCharacterAppearance _appearance = HumanoidCharacterAppearance.Default();
private Sex _sex;
private Gender _gender;
public sealed override string Name => "HumanoidAppearance";
public sealed override uint? NetID => ContentNetIDs.HUMANOID_APPEARANCE;
[DataField("categoriesHair")]
[ViewVariables]
public SpriteAccessoryCategories CategoriesHair { get; set; } = SpriteAccessoryCategories.HumanHair;
[DataField("categoriesFacialHair")]
[ViewVariables]
public SpriteAccessoryCategories CategoriesFacialHair { get; set; } = SpriteAccessoryCategories.HumanFacialHair;
[ViewVariables]
[DataField("canColorHair")]
public bool CanColorHair { get; set; } = true;
[ViewVariables]
[DataField("canColorFacialHair")]
public bool CanColorFacialHair { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)]
public virtual HumanoidCharacterAppearance Appearance
{
get => _appearance;
set
{
_appearance = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public virtual Sex Sex
{
get => _sex;
set
{
_sex = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public virtual Gender Gender
{
get => _gender;
set
{
_gender = value;
Dirty();
}
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new HumanoidAppearanceComponentState(Appearance, Sex, Gender);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not HumanoidAppearanceComponentState cast)
return;
Appearance = cast.Appearance;
Sex = cast.Sex;
Gender = cast.Gender;
}
public void UpdateFromProfile(ICharacterProfile profile)
{
var humanoid = (HumanoidCharacterProfile) profile;
Appearance = (HumanoidCharacterAppearance) humanoid.CharacterAppearance;
Sex = humanoid.Sex;
Gender = humanoid.Gender;
}
[Serializable]
[NetSerializable]
private sealed class HumanoidAppearanceComponentState : ComponentState
{
public HumanoidAppearanceComponentState(HumanoidCharacterAppearance appearance, Sex sex, Gender gender) :
base(ContentNetIDs.HUMANOID_APPEARANCE)
{
Appearance = appearance;
Sex = sex;
Gender = gender;
}
public HumanoidCharacterAppearance Appearance { get; }
public Sex Sex { get; }
public Gender Gender { get; }
}
}
}