* Fix broken layer hiding on clothes with multiple equipment slots * Refactor ToggleVisualLayers, HideLayerClothingComponent, and ClothingComponent to allow more precise layer hide behavior and more CPU efficient layer toggling. * Adjust HumanoidAppearaceSystem to track which slots are hiding a given layer (e.g. gas mask and welding mask) Add documentation Change gas masks to use the new HideLayerClothingComponent structure as an example of its usage * Fix the delayed snout bug * Misc cleanup * Make `bool permanent` implicit from SlotFlags any non-permanent visibility toggle with `SlotFlags.None` isn't supported with how its set up. And similarly, the slot flags argument does nothing if permanent = true. So IMO it makes more sense to infer it from a nullable arg. * Split into separate system Too much pasta * Remove (hopefully unnecessary) refresh * Fisk mask networking AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Keep old behaviour, use clearer names? I'm just guessing at what this was meant to do * english * Separate slot name & flag * dirty = true * fix comment * Improved SetLayerVisibility with dirtying logic suggested by @ElectroJr * Only set mask toggled if DisableOnFold is true * FoldableClothingSystem fixes * fix bandana state * Better comment --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Clothing.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed partial class FoldableClothingComponent : Component
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{
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/// <summary>
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/// Which slots does this fit into when folded?
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/// </summary>
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[DataField]
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public SlotFlags? FoldedSlots;
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/// <summary>
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/// Which slots does this fit into when unfolded?
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/// </summary>
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[DataField]
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public SlotFlags? UnfoldedSlots;
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/// <summary>
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/// What equipped prefix does this have while in folded form?
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/// </summary>
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[DataField]
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public string? FoldedEquippedPrefix;
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/// <summary>
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/// What held prefix does this have while in folded form?
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/// </summary>
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[DataField]
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public string? FoldedHeldPrefix;
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/// <summary>
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/// Which layers does this hide when Unfolded? See <see cref="HumanoidVisualLayers"/> and <see cref="HideLayerClothingComponent"/>
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/// </summary>
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[DataField]
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public HashSet<HumanoidVisualLayers>? UnfoldedHideLayers = new();
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/// <summary>
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/// Which layers does this hide when folded? See <see cref="HumanoidVisualLayers"/> and <see cref="HideLayerClothingComponent"/>
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/// </summary>
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[DataField]
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public HashSet<HumanoidVisualLayers>? FoldedHideLayers = new();
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}
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