* split logic into own system * add support for different size displacement maps * some clothes may not use displacement maps * displacement maps spport hand sprites * Update DisplacementMapSystem.cs * rename things * fuck stencilmask * fix bugs * no masks * Update jumpsuits.yml * fix species specific sprites * Update ClothingSystem.cs * shoes + ears displacement, some bugfix * Update DisplacementMapSystem.cs
117 lines
3.0 KiB
C#
117 lines
3.0 KiB
C#
using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.DoAfter;
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using Content.Shared.Inventory;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Clothing.Components;
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/// <summary>
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/// This handles entities which can be equipped.
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/// </summary>
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[NetworkedComponent]
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[RegisterComponent]
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[Access(typeof(ClothingSystem), typeof(InventorySystem))]
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public sealed partial class ClothingComponent : Component
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{
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[DataField("clothingVisuals")]
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public Dictionary<string, List<PrototypeLayerData>> ClothingVisuals = new();
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/// <summary>
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/// The name of the layer in the user that this piece of clothing will map to
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/// </summary>
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[DataField]
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public string? MappedLayer;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("quickEquip")]
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public bool QuickEquip = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slots", required: true)]
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[Access(typeof(ClothingSystem), typeof(InventorySystem), Other = AccessPermissions.ReadExecute)]
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public SlotFlags Slots = SlotFlags.NONE;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equipSound")]
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public SoundSpecifier? EquipSound;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("unequipSound")]
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public SoundSpecifier? UnequipSound;
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[Access(typeof(ClothingSystem))]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equippedPrefix")]
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public string? EquippedPrefix;
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/// <summary>
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/// Allows the equipped state to be directly overwritten.
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/// useful when prototyping INNERCLOTHING items into OUTERCLOTHING items without duplicating/modifying RSIs etc.
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/// </summary>
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[Access(typeof(ClothingSystem))]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("equippedState")]
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public string? EquippedState;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sprite")]
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public string? RsiPath;
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/// <summary>
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/// Name of the inventory slot the clothing is in.
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/// </summary>
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public string? InSlot;
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan EquipDelay = TimeSpan.Zero;
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan UnequipDelay = TimeSpan.Zero;
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}
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[Serializable, NetSerializable]
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public sealed class ClothingComponentState : ComponentState
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{
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public string? EquippedPrefix;
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public ClothingComponentState(string? equippedPrefix)
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{
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EquippedPrefix = equippedPrefix;
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}
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}
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public enum ClothingMask : byte
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{
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NoMask = 0,
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UniformFull,
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UniformTop
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}
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[Serializable, NetSerializable]
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public sealed partial class ClothingEquipDoAfterEvent : DoAfterEvent
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{
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public string Slot;
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public ClothingEquipDoAfterEvent(string slot)
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{
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Slot = slot;
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}
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public override DoAfterEvent Clone() => this;
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}
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[Serializable, NetSerializable]
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public sealed partial class ClothingUnequipDoAfterEvent : DoAfterEvent
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{
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public string Slot;
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public ClothingUnequipDoAfterEvent(string slot)
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{
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Slot = slot;
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}
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public override DoAfterEvent Clone() => this;
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}
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