* Multiple hands in gui first pass * Remove IHandsComponent interface * Create hand class and more hand textures * Refactor ServerHandsComponent to use a single list of hands * Seal SharedHand * Fix picked up items not showing on top of the hand buttons * Remove HandsGui buttons and panels dictionaries * Fix items in hands rendering * Fix wrong hand container comparison * Fix not updating the location of duplicate hands * Change ClientHandsComponent to use a SortedList instead of a dictionary * More merge conflict fixes * Change SortedList to List * Fix hand button order * Add item tooltip for more than 2 hands and updating when removing hands * Add add hand and remove hand command * Merge conflict fixes * Remove nullable reference type from ContainerSlot * Fix texture errors * Fix error when reaching 0 hands * Fix error when swapping hands with no hands * Merged remove hand methods * Fix item panel texture errors * Merge conflict fixes * Fix addhand and removehand command descriptions * Add properly displaying tooltips for 2 hands * Make hand indexes and locations consistent across the client and server * Add dropping held entity if a hand is removed * Change hand location to be calculated by index * Made different hand gui updates more consistent * Remove human body yml testing changes * Sanitize addhand and removehand commands * Merge conflict fixes * Remove testing changes * Revert body system changes * Add missing imports * Remove obsolete hands parameter in yml files * Fix broken import * Fix startup error and adding and removing hands on the same tick * Make hand container id use an uint In case someone gets more than 2 billion hands * Rename hand component files * Make hands state use an array
37 lines
1.2 KiB
C#
37 lines
1.2 KiB
C#
using Content.Server.GameObjects.Components.GUI;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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public class PlaceableSurfaceComponent : SharedPlaceableSurfaceComponent, IInteractUsing
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{
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private bool _isPlaceable;
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public bool IsPlaceable { get => _isPlaceable; set => _isPlaceable = value; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _isPlaceable, "IsPlaceable", true);
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}
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public bool InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (!IsPlaceable)
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return false;
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if(!eventArgs.User.TryGetComponent<HandsComponent>(out var handComponent))
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{
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return false;
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}
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handComponent.Drop(eventArgs.Using);
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eventArgs.Using.Transform.WorldPosition = eventArgs.ClickLocation.Position;
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return true;
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}
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}
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}
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