* 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>
33 lines
1.1 KiB
C#
33 lines
1.1 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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/// <summary>
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/// This is used for a clothing item that hides an appearance layer.
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/// The entity's HumanoidAppearance component must have the corresponding hideLayerOnEquip value.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class HideLayerClothingComponent : Component
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{
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/// <summary>
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/// The appearance layer(s) to hide. Use <see cref='Layers'>Layers</see> instead.
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/// </summary>
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[DataField]
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[Obsolete("This attribute is deprecated, please use Layers instead.")]
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public HashSet<HumanoidVisualLayers>? Slots;
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/// <summary>
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/// A map of the appearance layer(s) to hide, and the equipment slot that should hide them.
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/// </summary>
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[DataField]
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public Dictionary<HumanoidVisualLayers, SlotFlags> Layers = new();
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/// <summary>
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/// If true, the layer will only hide when the item is in a toggled state (e.g. masks)
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/// </summary>
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[DataField]
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public bool HideOnToggle = false;
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}
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