* 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
84 lines
2.7 KiB
C#
84 lines
2.7 KiB
C#
using Content.Client.GameObjects.Components.Storage;
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using Content.Client.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Client.Graphics;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.Containers;
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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.Components;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Items
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{
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[RegisterComponent]
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[ComponentReference(typeof(IItemComponent))]
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public class ItemComponent : Component, IItemComponent
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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[ViewVariables] protected ResourcePath RsiPath;
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private string _equippedPrefix;
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[ViewVariables(VVAccess.ReadWrite)]
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public string EquippedPrefix
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{
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get => _equippedPrefix;
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set
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{
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_equippedPrefix = value;
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if (!ContainerHelpers.TryGetContainer(Owner, out IContainer container)) return;
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if(container.Owner.TryGetComponent(out HandsComponent hands))
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hands.RefreshInHands();
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}
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}
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public (RSI rsi, RSI.StateId stateId)? GetInHandStateInfo(string hand)
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{
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if (RsiPath == null)
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{
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return null;
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}
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var rsi = GetRSI();
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var stateId = EquippedPrefix != null ? $"{EquippedPrefix}-inhand-{hand}" : $"inhand-{hand}";
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if (rsi.TryGetState(stateId, out _))
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{
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return (rsi, stateId);
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}
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return null;
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}
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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.DataFieldCached(ref RsiPath, "sprite", null);
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serializer.DataFieldCached(ref _equippedPrefix, "HeldPrefix", null);
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}
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protected RSI GetRSI()
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{
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var resourceCache = IoCManager.Resolve<IResourceCache>();
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return resourceCache.GetResource<RSIResource>(SharedSpriteComponent.TextureRoot / RsiPath).RSI;
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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 == null)
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return;
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var itemComponentState = (ItemComponentState)curState;
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EquippedPrefix = itemComponentState.EquippedPrefix;
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}
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}
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}
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