Files
tbd-station-14/Content.Client/Overlays/EquipmentHudSystem.cs

120 lines
3.3 KiB
C#

using Content.Shared.GameTicking;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Robust.Client.Player;
using Robust.Shared.Player;
namespace Content.Client.Overlays;
/// <summary>
/// This is a base system to make it easier to enable or disabling UI elements based on whether or not the player has
/// some component, either on their controlled entity on some worn piece of equipment.
/// </summary>
public abstract class EquipmentHudSystem<T> : EntitySystem where T : IComponent
{
[Dependency] private readonly IPlayerManager _player = default!;
[ViewVariables]
protected bool IsActive;
protected virtual SlotFlags TargetSlots => ~SlotFlags.POCKET;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<T, ComponentStartup>(OnStartup);
SubscribeLocalEvent<T, ComponentRemove>(OnRemove);
SubscribeLocalEvent<LocalPlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<LocalPlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<T, GotEquippedEvent>(OnCompEquip);
SubscribeLocalEvent<T, GotUnequippedEvent>(OnCompUnequip);
SubscribeLocalEvent<T, RefreshEquipmentHudEvent<T>>(OnRefreshComponentHud);
SubscribeLocalEvent<T, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>>>(OnRefreshEquipmentHud);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
}
private void Update(RefreshEquipmentHudEvent<T> ev)
{
IsActive = true;
UpdateInternal(ev);
}
public void Deactivate()
{
if (!IsActive)
return;
IsActive = false;
DeactivateInternal();
}
protected virtual void UpdateInternal(RefreshEquipmentHudEvent<T> args) { }
protected virtual void DeactivateInternal() { }
private void OnStartup(Entity<T> ent, ref ComponentStartup args)
{
RefreshOverlay();
}
private void OnRemove(Entity<T> ent, ref ComponentRemove args)
{
RefreshOverlay();
}
private void OnPlayerAttached(LocalPlayerAttachedEvent args)
{
RefreshOverlay();
}
private void OnPlayerDetached(LocalPlayerDetachedEvent args)
{
if (_player.LocalSession?.AttachedEntity is null)
Deactivate();
}
private void OnCompEquip(Entity<T> ent, ref GotEquippedEvent args)
{
RefreshOverlay();
}
private void OnCompUnequip(Entity<T> ent, ref GotUnequippedEvent args)
{
RefreshOverlay();
}
private void OnRoundRestart(RoundRestartCleanupEvent args)
{
Deactivate();
}
protected virtual void OnRefreshEquipmentHud(Entity<T> ent, ref InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
{
OnRefreshComponentHud(ent, ref args.Args);
}
protected virtual void OnRefreshComponentHud(Entity<T> ent, ref RefreshEquipmentHudEvent<T> args)
{
args.Active = true;
args.Components.Add(ent.Comp);
}
protected void RefreshOverlay()
{
if (_player.LocalSession?.AttachedEntity is not { } entity)
return;
var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
RaiseLocalEvent(entity, ref ev);
if (ev.Active)
Update(ev);
else
Deactivate();
}
}