199 lines
6.3 KiB
C#
199 lines
6.3 KiB
C#
// Only unused on .NET Core due to KeyValuePair.Deconstruct
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// ReSharper disable once RedundantUsingDirective
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using Robust.Shared.Utility;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.GameObjects.Components.Clothing;
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using Content.Shared.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventoryMessage;
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using Content.Shared.GameObjects.Components.Inventory;
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using System;
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namespace Content.Client.GameObjects
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{
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/// <summary>
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/// A character UI which shows items the user has equipped within his inventory
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/// </summary>
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[RegisterComponent]
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public class ClientInventoryComponent : SharedInventoryComponent
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{
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private readonly Dictionary<Slots, IEntity> _slots = new Dictionary<Slots, IEntity>();
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[ViewVariables]
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public InventoryInterfaceController InterfaceController { get; private set; }
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private ISpriteComponent _sprite;
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private bool _playerAttached = false;
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public override void OnRemove()
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{
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base.OnRemove();
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if (_playerAttached)
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{
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InterfaceController?.PlayerDetached();
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}
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InterfaceController?.Dispose();
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}
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public override void Initialize()
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{
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base.Initialize();
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var controllerType = ReflectionManager.LooseGetType(InventoryInstance.InterfaceControllerTypeName);
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var args = new object[] {this};
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InterfaceController = DynamicTypeFactory.CreateInstance<InventoryInterfaceController>(controllerType, args);
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InterfaceController.Initialize();
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if (Owner.TryGetComponent(out _sprite))
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{
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foreach (var mask in InventoryInstance.SlotMasks.OrderBy(s => InventoryInstance.SlotDrawingOrder(s)))
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{
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if (mask == Slots.NONE)
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{
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continue;
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}
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_sprite.LayerMapReserveBlank(mask);
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}
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}
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// Component state already came in but we couldn't set anything visually because, well, we didn't initialize yet.
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foreach (var (slot, entity) in _slots)
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{
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_setSlot(slot, entity);
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState == null)
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return;
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var cast = (InventoryComponentState) curState;
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var doneSlots = new HashSet<Slots>();
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foreach (var (slot, entityUid) in cast.Entities)
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{
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var entity = Owner.EntityManager.GetEntity(entityUid);
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if (!_slots.ContainsKey(slot) || _slots[slot] != entity)
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{
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_slots[slot] = entity;
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_setSlot(slot, entity);
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}
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doneSlots.Add(slot);
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}
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foreach (var slot in _slots.Keys.ToList())
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{
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if (!doneSlots.Contains(slot))
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{
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_clearSlot(slot);
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_slots.Remove(slot);
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}
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}
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}
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private void _setSlot(Slots slot, IEntity entity)
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{
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SetSlotVisuals(slot, entity);
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InterfaceController?.AddToSlot(slot, entity);
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}
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internal void SetSlotVisuals(Slots slot, IEntity entity)
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{
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if (_sprite == null)
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{
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return;
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}
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if (entity != null && entity.TryGetComponent(out ClothingComponent clothing))
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{
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var flag = SlotMasks[slot];
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var data = clothing.GetEquippedStateInfo(flag);
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if (data != null)
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{
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var (rsi, state) = data.Value;
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_sprite.LayerSetVisible(slot, true);
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_sprite.LayerSetRSI(slot, rsi);
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_sprite.LayerSetState(slot, state);
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return;
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}
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}
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_sprite.LayerSetVisible(slot, false);
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}
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internal void ClearAllSlotVisuals()
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{
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foreach (var slot in InventoryInstance.SlotMasks)
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{
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if (slot != Slots.NONE)
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{
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_sprite.LayerSetVisible(slot, false);
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}
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}
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}
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private void _clearSlot(Slots slot)
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{
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InterfaceController?.RemoveFromSlot(slot);
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_sprite?.LayerSetVisible(slot, false);
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}
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public void SendEquipMessage(Slots slot)
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{
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var equipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Equip);
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SendNetworkMessage(equipmessage);
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}
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public void SendUseMessage(Slots slot)
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{
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var equipmessage = new ClientInventoryMessage(slot, ClientInventoryUpdate.Use);
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SendNetworkMessage(equipmessage);
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}
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public void SendOpenStorageUIMessage(Slots slot)
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{
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SendNetworkMessage(new OpenSlotStorageUIMessage(slot));
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
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IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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InterfaceController.PlayerAttached();
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_playerAttached = true;
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break;
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case PlayerDetachedMsg _:
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InterfaceController.PlayerDetached();
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_playerAttached = false;
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break;
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}
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}
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public bool TryGetSlot(Slots slot, out IEntity item)
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{
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return _slots.TryGetValue(slot, out item);
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}
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}
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}
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