Files
tbd-station-14/Content.Client/Overlays/EquipmentHudSystem.cs
PrPleGoo eed663e8b4 Add health bar overlays for eye equipment (#21980)
* PR 1

* fix an error with health bar overlay (#1292)

* Revert "Revert "Replace `ResourcePath` with `ResPath` (#15308)" (#155… (#15566)

* [1612] change ShowHealthBarsComponent's DamageContainer field to a list (#1662)

* fix build

* no crit entities from not updating

* cleanup

* namespace

* undu irrelevant changes

* undo icon change

* make health bar 1 px taller and icon 1 px shorter

* fix medibot

* fix comment

* don't show health bar ratio when in crit

* fix build

* put the crit bar back

* don't render healthbars for mobs that are in containers

* draw more boxes without the background sprite

* fine status icon for all bio mobs

* add wacky mandatory things

* attempt 2

* whoops wrong file

* cool, this works too

* move null check to top

* only 1 init

* security huds

* remove shader

* fix build after cleanup

* slight cleanup

* little more cleanup

* Remove clothing grant component system

* security HUD now shows a job icon on entities with a body

* remove sec stuff and do similar changes to split off PR + remove unused comp

* process comments

* don't return

* update to ComponentAddedOverlaySystemBase

* no cache

* colors and not rendering out of sight

* touch ups

* fix build & cleanup

* undo

* remove shader from icons

* process comments

* documentation

* fix licence

* validate prototype id

* just use args

* rename method and append in method

* type

* just fucken delete the command

* space

* undo

* remove

* don't use LocalPlayer

* re-add showhealthbars command, but working

* rename icon lists and conform health icon code to the others

* space

* undo

* update command

* oops

---------

Co-authored-by: Rane <60792108+Elijahrane@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2024-01-04 11:48:57 -05:00

119 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!;
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(EntityUid uid, T component, ComponentStartup args)
{
RefreshOverlay(uid);
}
private void OnRemove(EntityUid uid, T component, ComponentRemove args)
{
RefreshOverlay(uid);
}
private void OnPlayerAttached(LocalPlayerAttachedEvent args)
{
RefreshOverlay(args.Entity);
}
private void OnPlayerDetached(LocalPlayerDetachedEvent args)
{
if (_player.LocalSession?.AttachedEntity == null)
Deactivate();
}
private void OnCompEquip(EntityUid uid, T component, GotEquippedEvent args)
{
RefreshOverlay(args.Equipee);
}
private void OnCompUnequip(EntityUid uid, T component, GotUnequippedEvent args)
{
RefreshOverlay(args.Equipee);
}
private void OnRoundRestart(RoundRestartCleanupEvent args)
{
Deactivate();
}
protected virtual void OnRefreshEquipmentHud(EntityUid uid, T component, InventoryRelayedEvent<RefreshEquipmentHudEvent<T>> args)
{
OnRefreshComponentHud(uid, component, args.Args);
}
protected virtual void OnRefreshComponentHud(EntityUid uid, T component, RefreshEquipmentHudEvent<T> args)
{
args.Active = true;
args.Components.Add(component);
}
private void RefreshOverlay(EntityUid uid)
{
if (uid != _player.LocalSession?.AttachedEntity)
return;
var ev = new RefreshEquipmentHudEvent<T>(TargetSlots);
RaiseLocalEvent(uid, ev);
if (ev.Active)
Update(ev);
else
Deactivate();
}
}