* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
174 lines
6.0 KiB
C#
174 lines
6.0 KiB
C#
using System.Linq;
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using Content.Client.HUD.UI;
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using Content.Client.Inventory;
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using Content.Client.Preferences;
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using Content.Shared.CharacterAppearance.Systems;
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using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Client.GameObjects;
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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.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using static Robust.Client.UserInterface.Controls.BoxContainer;
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namespace Content.Client.Lobby.UI
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{
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public class LobbyCharacterPreviewPanel : Control
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{
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private readonly IEntityManager _entMan;
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private readonly IClientPreferencesManager _preferencesManager;
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private EntityUid _previewDummy;
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private readonly Label _summaryLabel;
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private readonly BoxContainer _loaded;
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private readonly Label _unloaded;
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public LobbyCharacterPreviewPanel(IEntityManager entityManager,
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IClientPreferencesManager preferencesManager)
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{
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_entMan = entityManager;
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_preferencesManager = preferencesManager;
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_previewDummy = entityManager.SpawnEntity("MobHumanDummy", MapCoordinates.Nullspace);
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var header = new NanoHeading
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{
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Text = Loc.GetString("lobby-character-preview-panel-header")
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};
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CharacterSetupButton = new Button
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{
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Text = Loc.GetString("lobby-character-preview-panel-character-setup-button"),
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HorizontalAlignment = HAlignment.Left
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};
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_summaryLabel = new Label();
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var viewSouth = MakeSpriteView(_previewDummy, Direction.South);
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var viewNorth = MakeSpriteView(_previewDummy, Direction.North);
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var viewWest = MakeSpriteView(_previewDummy, Direction.West);
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var viewEast = MakeSpriteView(_previewDummy, Direction.East);
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var vBox = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical
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};
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vBox.AddChild(header);
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_unloaded = new Label {Text = Loc.GetString("lobby-character-preview-panel-unloaded-preferences-label")};
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_loaded = new BoxContainer
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{
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Orientation = LayoutOrientation.Vertical,
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Visible = false
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};
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_loaded.AddChild(CharacterSetupButton);
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_loaded.AddChild(_summaryLabel);
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var hBox = new BoxContainer
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{
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Orientation = LayoutOrientation.Horizontal
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};
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hBox.AddChild(viewSouth);
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hBox.AddChild(viewNorth);
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hBox.AddChild(viewWest);
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hBox.AddChild(viewEast);
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_loaded.AddChild(hBox);
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vBox.AddChild(_loaded);
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vBox.AddChild(_unloaded);
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AddChild(vBox);
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UpdateUI();
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_preferencesManager.OnServerDataLoaded += UpdateUI;
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}
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public Button CharacterSetupButton { get; }
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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_preferencesManager.OnServerDataLoaded -= UpdateUI;
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if (!disposing) return;
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_entMan.DeleteEntity(_previewDummy);
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_previewDummy = default;
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}
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private SpriteView MakeSpriteView(EntityUid entity, Direction direction)
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{
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return new()
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{
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Sprite = _entMan.GetComponent<ISpriteComponent>(entity),
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OverrideDirection = direction,
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Scale = (2, 2)
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};
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}
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public void UpdateUI()
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{
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if (!_preferencesManager.ServerDataLoaded)
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{
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_loaded.Visible = false;
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_unloaded.Visible = true;
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}
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else
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{
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_loaded.Visible = true;
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_unloaded.Visible = false;
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if (_preferencesManager.Preferences?.SelectedCharacter is not HumanoidCharacterProfile selectedCharacter)
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{
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_summaryLabel.Text = string.Empty;
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}
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else
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{
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_summaryLabel.Text = selectedCharacter.Summary;
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EntitySystem.Get<SharedHumanoidAppearanceSystem>().UpdateFromProfile(_previewDummy, selectedCharacter);
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GiveDummyJobClothes(_previewDummy, selectedCharacter);
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}
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}
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}
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public static void GiveDummyJobClothes(EntityUid dummy, HumanoidCharacterProfile profile)
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{
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var protoMan = IoCManager.Resolve<IPrototypeManager>();
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var entMan = IoCManager.Resolve<IEntityManager>();
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var invSystem = EntitySystem.Get<ClientInventorySystem>();
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var highPriorityJob = profile.JobPriorities.FirstOrDefault(p => p.Value == JobPriority.High).Key;
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// ReSharper disable once ConstantNullCoalescingCondition
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var job = protoMan.Index<JobPrototype>(highPriorityJob ?? SharedGameTicker.FallbackOverflowJob);
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if (job.StartingGear != null && invSystem.TryGetSlots(dummy, out var slots))
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{
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var gear = protoMan.Index<StartingGearPrototype>(job.StartingGear);
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foreach (var slot in slots)
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{
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var itemType = gear.GetGear(slot.Name, profile);
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if(invSystem.TryUnequip(dummy, slot.Name, out var unequippedItem, true, true))
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{
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entMan.DeleteEntity(unequippedItem.Value);
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}
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if (itemType != string.Empty)
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{
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var item = entMan.SpawnEntity(itemType, MapCoordinates.Nullspace);
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invSystem.TryEquip(dummy, item, slot.Name, true, true);
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}
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}
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}
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}
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}
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}
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