Files
tbd-station-14/Content.Client/Construction/ConstructionPlacementHijack.cs
2020-10-19 15:43:12 +02:00

56 lines
1.7 KiB
C#

#nullable enable
using Content.Client.GameObjects.Components.Construction;
using Content.Client.GameObjects.EntitySystems;
using Content.Shared.Construction;
using Robust.Client.Placement;
using Robust.Client.Utility;
using Robust.Shared.Interfaces.GameObjects;
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(IEntity entity)
{
if (entity.TryGetComponent(out ConstructionGhostComponent? ghost))
{
_constructionSystem.ClearGhost(ghost.GhostID);
}
return true;
}
/// <inheritdoc />
public override void StartHijack(PlacementManager manager)
{
base.StartHijack(manager);
manager.CurrentBaseSprite = _prototype?.Icon.DirFrame0();
}
}
}