145 lines
5.2 KiB
C#
145 lines
5.2 KiB
C#
using System;
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using Content.Client.GameObjects;
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using Content.Client.GameObjects.Components.Storage;
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using Content.Client.GameObjects.EntitySystems;
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using Content.Client.Utility;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.Input;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Graphics;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Client.UserInterface
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{
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public class ItemSlotManager : IItemSlotManager
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{
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#pragma warning disable 0649
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IGameTiming _gameTiming;
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[Dependency] private readonly IInputManager _inputManager;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IEyeManager _eyeManager;
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[Dependency] private readonly IResourceCache _resourceCache;
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#pragma warning restore 0649
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private const int CooldownLevels = 8;
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private readonly Texture[] _texturesCooldownOverlay = new Texture[CooldownLevels];
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public void Initialize()
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{
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for (var i = 0; i < CooldownLevels; i++)
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{
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_texturesCooldownOverlay[i] =
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_resourceCache.GetTexture($"/Textures/UserInterface/Inventory/cooldown-{i}.png");
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}
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}
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public bool SetItemSlot(ItemSlotButton button, IEntity entity)
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{
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if (entity == null)
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{
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button.SpriteView.Sprite = null;
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button.StorageButton.Visible = false;
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}
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else
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{
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if (!entity.TryGetComponent(out ISpriteComponent sprite))
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return false;
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button.SpriteView.Sprite = sprite;
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button.StorageButton.Visible = entity.HasComponent<ClientStorageComponent>();
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}
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return true;
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}
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public bool OnButtonPressed(GUIBoundKeyEventArgs args, IEntity item)
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{
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if (item == null)
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return false;
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if (args.Function == ContentKeyFunctions.ExamineEntity)
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{
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_entitySystemManager.GetEntitySystem<ExamineSystem>()
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.DoExamine(item);
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}
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else if (args.Function == ContentKeyFunctions.OpenContextMenu)
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{
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_entitySystemManager.GetEntitySystem<VerbSystem>()
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.OpenContextMenu(item, new ScreenCoordinates(args.PointerLocation.Position));
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}
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else if (args.Function == ContentKeyFunctions.ActivateItemInWorld)
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{
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var inputSys = _entitySystemManager.GetEntitySystem<InputSystem>();
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var func = args.Function;
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var funcId = _inputManager.NetworkBindMap.KeyFunctionID(args.Function);
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var mousePosWorld = _eyeManager.ScreenToWorld(args.PointerLocation);
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var message = new FullInputCmdMessage(_gameTiming.CurTick, funcId, BoundKeyState.Down, mousePosWorld,
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args.PointerLocation, item.Uid);
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// client side command handlers will always be sent the local player session.
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var session = _playerManager.LocalPlayer.Session;
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inputSys.HandleInputCommand(session, func, message);
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}
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else
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{
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return false;
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}
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args.Handle();
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return true;
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}
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public void UpdateCooldown(ItemSlotButton button, IEntity entity)
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{
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var cooldownTexture = button.CooldownCircle;
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if (entity != null
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&& entity.TryGetComponent(out ItemCooldownComponent cooldown)
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&& cooldown.CooldownStart.HasValue
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&& cooldown.CooldownEnd.HasValue)
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{
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var start = cooldown.CooldownStart.Value;
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var end = cooldown.CooldownEnd.Value;
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var length = (end - start).TotalSeconds;
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var progress = (_gameTiming.CurTime - start).TotalSeconds;
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var ratio = (float)(progress / length);
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var textureIndex = CalculateCooldownLevel(ratio);
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if (textureIndex == CooldownLevels)
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{
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cooldownTexture.Visible = false;
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}
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else
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{
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cooldownTexture.Visible = true;
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cooldownTexture.Texture = _texturesCooldownOverlay[textureIndex];
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}
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}
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else
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{
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cooldownTexture.Visible = false;
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}
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}
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internal static int CalculateCooldownLevel(float cooldownValue)
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{
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var val = cooldownValue.Clamp(0, 1);
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val *= CooldownLevels;
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return (int)Math.Floor(val);
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}
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}
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}
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