Files
tbd-station-14/Content.Shared/Item/ItemSystem.cs
Leon Friedrich 49296e33a0 Refactor Context Menus and make them use XAML & stylesheets (#4768)
* XAML verb menu

* fix ghost FOV

* spacing

* rename missed "ContextMenu"->"EntityMenu" instances

* move visibility checks to verb system

* update comment

* Remove CanSeeContainerCheck

* use ScrollContainer measure option

* MaxWidth / texxt line wrapping

* verb category default

Now when you click on a verb category, it should default to running the first member of that category.

This makes it much more convenient to eject/insert when there is only a single option

* only apply style to first verb category entry

* Use new visibility flags

* FoV -> Fov

* Revert "only apply style to first verb category entry"

This reverts commit 9a6a17dba600e3ae0421caed59fcab145c260c99.

* make all entity menu visibility checks clientside

* Fix empty unbuckle category

* fix merge
2021-10-27 22:21:19 -07:00

39 lines
1.3 KiB
C#

using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
namespace Content.Shared.Item
{
public class ItemSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedItemComponent, GetInteractionVerbsEvent>(AddPickupVerb);
}
private void AddPickupVerb(EntityUid uid, SharedItemComponent component, GetInteractionVerbsEvent args)
{
if (args.Hands == null ||
args.Using != null ||
!args.CanAccess ||
!args.CanInteract ||
!component.CanPickup(args.User, popup: false))
return;
Verb verb = new();
verb.Act = () => args.Hands.TryPutInActiveHandOrAny(args.Target);
verb.IconTexture = "/Textures/Interface/VerbIcons/pickup.svg.192dpi.png";
// if the item already in the user's inventory, change the text
if (args.Target.TryGetContainer(out var container) && container.Owner == args.User)
verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory");
else
verb.Text = Loc.GetString("pick-up-verb-get-data-text");
args.Verbs.Add(verb);
}
}
}