Files
tbd-station-14/Content.Shared/GameObjects/Components/Items/SharedHandsComponent.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

105 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Items
{
public abstract class SharedHandsComponent : Component
{
public sealed override string Name => "Hands";
public sealed override uint? NetID => ContentNetIDs.HANDS;
}
[Serializable, NetSerializable]
public sealed class SharedHand
{
public readonly int Index;
public readonly string Name;
public readonly EntityUid? EntityUid;
public readonly HandLocation Location;
public SharedHand(int index, string name, EntityUid? entityUid, HandLocation location)
{
Index = index;
Name = name;
EntityUid = entityUid;
Location = location;
}
}
// The IDs of the items get synced over the network.
[Serializable, NetSerializable]
public class HandsComponentState : ComponentState
{
public readonly SharedHand[] Hands;
public readonly string ActiveIndex;
public HandsComponentState(SharedHand[] hands, string activeIndex) : base(ContentNetIDs.HANDS)
{
Hands = hands;
ActiveIndex = activeIndex;
}
}
/// <summary>
/// A message that calls the use interaction on an item in hand, presumed for now the interaction will occur only on the active hand.
/// </summary>
[Serializable, NetSerializable]
public class UseInHandMsg : ComponentMessage
{
public UseInHandMsg()
{
Directed = true;
}
}
/// <summary>
/// A message that calls the activate interaction on the item in Index.
/// </summary>
[Serializable, NetSerializable]
public class ActivateInHandMsg : ComponentMessage
{
public string Index { get; }
public ActivateInHandMsg(string index)
{
Directed = true;
Index = index;
}
}
[Serializable, NetSerializable]
public class ClientAttackByInHandMsg : ComponentMessage
{
public string Index { get; }
public ClientAttackByInHandMsg(string index)
{
Directed = true;
Index = index;
}
}
[Serializable, NetSerializable]
public class ClientChangedHandMsg : ComponentMessage
{
public string Index { get; }
public ClientChangedHandMsg(string index)
{
Directed = true;
Index = index;
}
}
public enum HandLocation : byte
{
Left,
Middle,
Right
}
}