* Add draggable tabletop component * Use EntityCoordinates instead * Don't send coordinates every frame * Add chessboard + verb WIP * Add documentation, verb networking works now * Work so far Need PVS refactor before being able to continue Current code is broken * viewsubscriber magic * yes * Fix map creation * Add chess pieces, attempt prediction * Add chess sprites and yml * Clamping + other stuff * fix * stuff * StopDragging() StartDragging() * add piece grabbing * Refactor dragging player to seperate event * 🤣 Who did this 🤣💯👌 * 📮 sussy 📮 * Update chessboard sprite, scale piece while dragging * yes * ye * y * Close tabletop window when player dies * Make interaction check more sane * Fix funny behaviour when stunned * Add icon * Fix rsi * Make time passed check more accurate Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Use EyeManager.PixelsPerMeter Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Add missing import * Move viewport properties to XAML * Make shared system and component abstract * Use built in EntityManager * Use RaiseNetworkEvent instead of SendSystemNetworkMessage * Cache ViewSubscriberSystem * Move unnecessary code to prototype * Delete map on component shutdown instead of round restart * Make documentation match rest of codebase * Use ComponentManager instead of TryGetComponent * Use TryGetComponent instead of GetComponent * Add nullspace check to ClampPositionToViewport() * Set world pos instead of local pos * Improve server side verification * Use visualizer * Add netsync: false to sprites using visualizer * Close window when chessboard is picked up * Update to master * Fix bug when opening window while another is opened * Use ComponentManager * Use TryGetValue Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
32 lines
994 B
C#
32 lines
994 B
C#
using Content.Shared.Tabletop;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Client.Tabletop.Visualizers
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{
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[UsedImplicitly]
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public class TabletopItemVisualizer : AppearanceVisualizer
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{
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public override void OnChangeData(AppearanceComponent appearance)
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{
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if (!appearance.Owner.TryGetComponent<ISpriteComponent>(out var sprite))
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{
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return;
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}
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// TODO: maybe this can work more nicely, by maybe only having to set the item to "being dragged", and have
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// the appearance handle the rest
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if (appearance.TryGetData<Vector2>(TabletopItemVisuals.Scale, out var scale))
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{
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sprite.Scale = scale;
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}
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if (appearance.TryGetData<int>(TabletopItemVisuals.DrawDepth, out var drawDepth))
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{
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sprite.DrawDepth = drawDepth;
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}
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}
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}
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}
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