105 lines
3.2 KiB
C#
105 lines
3.2 KiB
C#
using Content.Client.UserInterface;
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using Content.Shared.GameObjects.Components.Observer;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Observer
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{
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[RegisterComponent]
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public class GhostComponent : SharedGhostComponent
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{
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private GhostGui _gui;
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private bool _canReturnToBody = true;
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[ViewVariables(VVAccess.ReadOnly)]
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public override bool CanReturnToBody
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{
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get => _canReturnToBody;
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set {}
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}
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#pragma warning disable 649
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[Dependency] private readonly IGameHud _gameHud;
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private IComponentManager _componentManager;
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#pragma warning restore 649
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public override void OnRemove()
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{
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base.OnRemove();
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_gui?.Dispose();
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}
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private void SetGhostVisibility(bool visibility)
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{
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// So, for now this is a client-side hack... Please, PLEASE someone make this work server-side.
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foreach (var ghost in _componentManager.GetAllComponents(typeof(GhostComponent)))
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{
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if (ghost.Owner.TryGetComponent(out SpriteComponent component))
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component.Visible = visibility;
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent(out SpriteComponent component))
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component.Visible = _playerManager.LocalPlayer.ControlledEntity?.HasComponent<GhostComponent>() ?? false;
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
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IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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if (_gui == null)
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{
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_gui = new GhostGui(this);
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}
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else
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{
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_gui.Parent?.RemoveChild(_gui);
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}
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_gameHud.HandsContainer.AddChild(_gui);
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SetGhostVisibility(true);
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break;
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case PlayerDetachedMsg _:
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_gui.Parent?.RemoveChild(_gui);
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SetGhostVisibility(false);
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break;
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}
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}
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public void SendReturnToBodyMessage() => SendNetworkMessage(new ReturnToBodyComponentMessage());
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is GhostComponentState state)) return;
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_canReturnToBody = state.CanReturnToBody;
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if (Owner == _playerManager.LocalPlayer.ControlledEntity)
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{
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_gui?.Update();
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}
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}
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}
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}
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