172 lines
5.4 KiB
C#
172 lines
5.4 KiB
C#
using System.Collections.Generic;
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using Content.Client.GameObjects.Components.Actor;
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using Content.Client.Graphics.Overlays;
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using Content.Client.UserInterface;
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using Content.Client.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Renderable;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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namespace Content.Client.GameObjects
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{
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/// <summary>
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/// A character UI component which shows the current damage state of the mob (living/dead)
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/// </summary>
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[RegisterComponent]
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public class SpeciesUI : SharedSpeciesComponent//, ICharacterUI
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{
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private StatusEffectsUI _ui;
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/// <summary>
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/// Holds the godot control for the species window
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/// </summary>
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private SpeciesWindow _window;
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/// <summary>
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/// An enum representing the current state being applied to the user
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/// </summary>
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private ScreenEffects _currentEffect = ScreenEffects.None;
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#pragma warning disable 649
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// Required dependencies
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager;
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[Dependency] private readonly IResourceCache _resourceCache;
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#pragma warning restore 649
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//Relevant interface implementation for the character UI controller
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public Control Scene => _window;
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public UIPriority Priority => UIPriority.Species;
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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/// </summary>
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private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
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/// <summary>
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/// Holds the screen effects that can be applied mapped ot their relevant overlay
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/// </summary>
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private Dictionary<ScreenEffects, Overlay> EffectsDictionary;
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public override void OnRemove()
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{
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base.OnRemove();
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_window.Dispose();
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}
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public override void OnAdd()
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{
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base.OnAdd();
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_window = new SpeciesWindow();
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_ui = new StatusEffectsUI();
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EffectsDictionary = new Dictionary<ScreenEffects, Overlay>()
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{
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{ ScreenEffects.CircleMask, new CircleMaskOverlay() },
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{ ScreenEffects.GradientCircleMask, new GradientCircleMask() }
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};
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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switch (message)
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{
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case HudStateChange msg:
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if (CurrentlyControlled)
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{
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ChangeHudIcon(msg);
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}
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break;
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case PlayerAttachedMsg _:
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_ui.Parent?.RemoveChild(_ui);
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_userInterfaceManager.StateRoot.AddChild(_ui);
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ApplyOverlay();
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break;
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case PlayerDetachedMsg _:
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_ui.Parent?.RemoveChild(_ui);
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RemoveOverlay();
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break;
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}
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}
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private void ChangeHudIcon(HudStateChange changeMessage)
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{
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var path = SharedSpriteComponent.TextureRoot / changeMessage.StateSprite;
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var texture = _resourceCache.GetTexture(path);
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_window.SetIcon(texture);
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_ui.SetHealthIcon(texture);
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SetOverlay(changeMessage);
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}
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private void SetOverlay(HudStateChange message)
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{
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RemoveOverlay();
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_currentEffect = message.effect;
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ApplyOverlay();
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}
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private void RemoveOverlay()
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{
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if (_currentEffect != ScreenEffects.None)
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{
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var appliedEffect = EffectsDictionary[_currentEffect];
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_overlayManager.RemoveOverlay(appliedEffect.ID);
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}
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_currentEffect = ScreenEffects.None;
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}
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private void ApplyOverlay()
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{
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if (_currentEffect != ScreenEffects.None)
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{
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var overlay = EffectsDictionary[_currentEffect];
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if (_overlayManager.HasOverlay(overlay.ID))
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{
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return;
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}
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_overlayManager.AddOverlay(overlay);
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}
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}
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private class SpeciesWindow : TextureRect
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{
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public SpeciesWindow()
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{
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SizeFlagsHorizontal = SizeFlags.ShrinkCenter;
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SizeFlagsVertical = SizeFlags.None;
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Texture = IoCManager.Resolve<IResourceCache>().GetTexture("/Textures/Mob/UI/Human/human0.png");
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}
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public void SetIcon(Texture texture)
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{
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Texture = texture;
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}
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}
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}
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}
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