Files
tbd-station-14/Content.Client/Inventory/ClientInventorySystem.cs
Vera Aguilera Puerto 5cd42c9ad6 Inline UID
2021-12-03 15:53:09 +01:00

68 lines
2.4 KiB
C#

using Content.Client.HUD;
using Content.Client.Items.Components;
using Content.Shared.Input;
using Content.Shared.Inventory;
using Content.Shared.Movement.EntitySystems;
using Content.Shared.Slippery;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
namespace Content.Client.Inventory
{
[UsedImplicitly]
public sealed class ClientInventorySystem : EntitySystem
{
[Dependency] private readonly IGameHud _gameHud = default!;
public override void Initialize()
{
base.Initialize();
CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenInventoryMenu,
InputCmdHandler.FromDelegate(_ => HandleOpenInventoryMenu()))
.Register<ClientInventorySystem>();
SubscribeLocalEvent<ClientInventoryComponent, PlayerAttachedEvent>((_, component, _) => component.PlayerAttached());
SubscribeLocalEvent<ClientInventoryComponent, PlayerDetachedEvent>((_, component, _) => component.PlayerDetached());
SubscribeLocalEvent<ClientInventoryComponent, SlipAttemptEvent>(OnSlipAttemptEvent);
SubscribeLocalEvent<ClientInventoryComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
}
// jesus christ, this is duplicated to server/client, should really just be shared..
private void OnSlipAttemptEvent(EntityUid uid, ClientInventoryComponent component, SlipAttemptEvent args)
{
if (component.TryGetSlot(EquipmentSlotDefines.Slots.SHOES, out IEntity? shoes))
{
RaiseLocalEvent(shoes, args, false);
}
}
private void OnRefreshMovespeed(EntityUid uid, ClientInventoryComponent component, RefreshMovementSpeedModifiersEvent args)
{
foreach (var (_, ent) in component.AllSlots)
{
if (ent != null)
{
RaiseLocalEvent(ent, args, false);
}
}
}
public override void Shutdown()
{
CommandBinds.Unregister<ClientInventorySystem>();
base.Shutdown();
}
private void HandleOpenInventoryMenu()
{
_gameHud.InventoryButtonDown = !_gameHud.InventoryButtonDown;
}
}
}