* All good except the combat doll * Makes the HUD inventory less terrible * Cleanup, nuke the Combat Mode button * Harm icon * Switch the icon * Basic goon hud * Toggleable * Nuke the popup, properly centers it * Fix clicking the button * Nuke some old code * missed a comment * Remove defaults * Localization * Nuke some old yaml * New sprites Co-authored-by: ike709 <sparebytes@protonmail.com>
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Input;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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namespace Content.Client.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public sealed class CombatModeSystem : SharedCombatModeSystem
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{
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[Dependency] private readonly IGameHud _gameHud = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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_gameHud.OnTargetingZoneChanged = OnTargetingZoneChanged;
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}
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public override void Shutdown()
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{
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CommandBinds.Unregister<CombatModeSystem>();
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base.Shutdown();
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}
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public bool IsInCombatMode()
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{
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var entity = _playerManager.LocalPlayer?.ControlledEntity;
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if (entity == null || !entity.TryGetComponent(out CombatModeComponent? combatMode))
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{
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return false;
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}
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return combatMode.IsInCombatMode;
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}
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private void OnTargetingZoneChanged(TargetingZone obj)
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{
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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}
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}
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}
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