58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using System;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Hands.Components
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{
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[RegisterComponent]
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[NetworkedComponent]
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public sealed class HandVirtualItemComponent : Component
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{
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private EntityUid _blockingEntity;
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/// <summary>
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/// The entity blocking this hand.
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/// </summary>
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public EntityUid BlockingEntity
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{
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get => _blockingEntity;
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set
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{
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_blockingEntity = value;
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Dirty();
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}
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}
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public override ComponentState GetComponentState()
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{
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return new VirtualItemComponentState(BlockingEntity);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is not VirtualItemComponentState pullState)
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return;
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_blockingEntity = pullState.BlockingEntity;
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// update hands GUI with new entity.
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if (Owner.TryGetContainer(out var containter))
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EntitySystem.Get<SharedHandsSystem>().UpdateHandVisuals(containter.Owner);
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}
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[Serializable, NetSerializable]
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public sealed class VirtualItemComponentState : ComponentState
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{
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public readonly EntityUid BlockingEntity;
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public VirtualItemComponentState(EntityUid blockingEntity)
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{
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BlockingEntity = blockingEntity;
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}
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}
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}
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}
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