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