Files
tbd-station-14/Content.Client/Construction/ConstructionPlacementHijack.cs

57 lines
1.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using Content.Shared.Construction;
using Content.Shared.Construction.Prototypes;
using Robust.Client.Graphics;
using Robust.Client.Placement;
using Robust.Client.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Client.Construction
{
public sealed class ConstructionPlacementHijack : PlacementHijack
{
private readonly ConstructionSystem _constructionSystem;
private readonly ConstructionPrototype? _prototype;
public override bool CanRotate { get; }
public ConstructionPlacementHijack(ConstructionSystem constructionSystem, ConstructionPrototype? prototype)
{
_constructionSystem = constructionSystem;
_prototype = prototype;
CanRotate = prototype?.CanRotate ?? true;
}
/// <inheritdoc />
public override bool HijackPlacementRequest(EntityCoordinates coordinates)
{
if (_prototype != null)
{
var dir = Manager.Direction;
_constructionSystem.SpawnGhost(_prototype, coordinates, dir);
}
return true;
}
/// <inheritdoc />
public override bool HijackDeletion(EntityUid entity)
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent(entity, out ConstructionGhostComponent? ghost))
{
_constructionSystem.ClearGhost(ghost.GhostId);
}
return true;
}
/// <inheritdoc />
public override void StartHijack(PlacementManager manager)
{
base.StartHijack(manager);
manager.CurrentTextures = _prototype?.Layers.Select(sprite => sprite.DirFrame0()).ToList();
}
}
}