* HandsGuiState * Gui state setting methods * code cleanup * Removes TryGetHands * ClientHand * Gui Hands * Refactor WIP 1 * Hand index * refactors 2 * wip 3 * wip 4 * wiip 4 * wip 5 * wip 6 * wip 7 * wip 8 * wip 9 * wip 11 * Hand ui mostly looks fine * hands gui cleanup 1 * cleanup 2 * wip 13 * hand enabled * stuff * Hands gui gap fix * onpressed test * hand gui buttons events work * bag activation works * fix item use * todo comment * hands activate fix * Moves Client Hands back to using strings to identify active hand * fixes action hand highlighting * diff fix * serverhand * SharedHand * SharedHand, IReadOnlyHand * Client Hands only stores SharedHand * cleanup server hands * server hand container shutdown * misc renames, refactors of serverhand * stuff 1 * stuff 3 * server hand refactor 1 * Undo API changes to remove massive diff * More API name fixes * server hands cleanup 2 * cleanup 3 * dropping cleanup * Cleanup 4 * MoveItemFromHand * Stuff * region sorting * Hand Putter methods cleanup * stuff 2 * Merges all of serverhand and clienthand into sharedhand * Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame) * GetFinalDropCoordinates cleanup * SwapHands cleanup * Moves server hands code to shared hands * Fixed hand selected and deselected * Naming fixes * Server hands system cleanup * Hands privacy fixes * Client hand updates when containers are modified * HeldItemVisualizer * Fixes hand gui item status panel * method name fix * Swap hands prediction * Dropping prediction * Fixes pickup entity animation * Fixes HeldItemsVisualizer * moves item pickup to shared * PR cleanup * fixes hand enabling/disabling * build fix * Conflict fixes * Fixes pickup animation * Uses component directed message subscriptions * event unsubscriptions in hand system * unsubscribe fix * CanInsertEntityIntoHand checks if hand is enabled * Moving items from one hand to another checks if the hands can pick up and drop * Fixes stop pulling not re-enabling hand * Fixes pickup animation for entities containers on the floor * Fixes using held items * Fixes multiple hands guis appearing * test fix * removes obsolete system sunsubscribes * Checks IsFirstTimePredicted before playing drop animation * fixes hand item deleted crash * Uses Get to get other system * Replaces AppearanceComponent with SharedAppearanceComponent * Replaces EnsureComponent with TryGetComponent * Improves event class names * Moves property up to top of class * Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component * Eventbus todo comment * Yaml fix for changed visualizer name * Makes HandsVisuals a byte * Removes state from HandsVisualizer * Fixes hand using interaction method name * Namespace changes fixes * Fix for changed hand interaction method * missing } * conflict build fix * Moves cleint HandsSystem to correct folder * Moved namespace fix for interaction test * Moves Handsvisualizer ot correct folder * Moves SharedHandsSystem to correct folder * Fixes errors from moving namespace of hand systems * Fixes PDA component changes * Fixes ActionsComponent diff * Fixes inventory component diff * fixes null ref * Replaces obsolete Loc.GetString usage with fluent translations * Fluent for hands disarming * SwapHands and Drop user input specify to the server which hand * Pickup animation WorldPosiiton todo * Cleans up hands gui subscription handling * Fixes change in ActionBlockerSystem access * Namespace references fixes * HandsComponent PlayerAttached/Detached messages are handled through eventbus * Fixes GasCanisterSystem drop method usage * Fix gameticker equipping method at new location Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
97 lines
2.8 KiB
C#
97 lines
2.8 KiB
C#
using Content.Shared.Hands.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.ResourceManagement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using System;
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using System.Collections.Generic;
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namespace Content.Client.Hands
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{
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[UsedImplicitly]
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public class HandsVisualizer : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (!component.Owner.TryGetComponent<ISpriteComponent>(out var sprite)) return;
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if (!component.TryGetData(HandsVisuals.VisualState, out HandsVisualState visualState)) return;
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foreach (HandLocation location in Enum.GetValues(typeof(HandLocation)))
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{
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var layerKey = LocationToLayerKey(location);
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if (sprite.LayerMapTryGet(layerKey, out var layer))
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{
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sprite.RemoveLayer(layer);
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sprite.LayerMapRemove(layer);
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}
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}
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var resourceCache = IoCManager.Resolve<IResourceCache>();
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var hands = visualState.Hands;
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foreach (var hand in hands)
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{
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var rsi = resourceCache.GetResource<RSIResource>(SharedSpriteComponent.TextureRoot / hand.RsiPath).RSI;
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var layerKey = LocationToLayerKey(hand.Location);
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sprite.LayerMapReserveBlank(layerKey);
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var layer = sprite.LayerMapGet(layerKey);
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sprite.LayerSetVisible(layer, true);
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sprite.LayerSetRSI(layer, rsi);
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sprite.LayerSetColor(layer, hand.Color);
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var state = $"inhand-{hand.Location.ToString().ToLowerInvariant()}";
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if (hand.EquippedPrefix != null)
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state = $"{hand.EquippedPrefix}-" + state;
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sprite.LayerSetState(layer, state);
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}
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}
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private string LocationToLayerKey(HandLocation location)
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{
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return location.ToString();
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}
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}
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public enum HandsVisuals : byte
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{
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VisualState
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}
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public class HandsVisualState
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{
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public List<HandVisualState> Hands { get; } = new();
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public HandsVisualState(List<HandVisualState> hands)
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{
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Hands = hands;
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}
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}
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public class HandVisualState
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{
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public string RsiPath { get; }
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public string? EquippedPrefix { get; }
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public HandLocation Location { get; }
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public Color Color { get; }
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public HandVisualState(string rsiPath, string? equippedPrefix, HandLocation location, Color color)
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{
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RsiPath = rsiPath;
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EquippedPrefix = equippedPrefix;
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Location = location;
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Color = color;
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}
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}
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}
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