* Drag changes * Higlights only show near cursor * Don't highlight un-droppable entities * Fixes invalid highlights issue * Also the scanner * 2 months fix * Address reviews Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
54 lines
1.5 KiB
C#
54 lines
1.5 KiB
C#
using Content.Shared.GameObjects.Components.Buckle;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Buckle
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedBuckleComponent))]
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public class BuckleComponent : SharedBuckleComponent
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{
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private bool _buckled;
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private int? _originalDrawDepth;
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public override bool Buckled => _buckled;
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public override bool TryBuckle(IEntity user, IEntity to)
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{
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// TODO: Prediction
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return false;
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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if (curState is not BuckleComponentState buckle)
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{
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return;
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}
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_buckled = buckle.Buckled;
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LastEntityBuckledTo = buckle.LastEntityBuckledTo;
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DontCollide = buckle.DontCollide;
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if (!Owner.TryGetComponent(out SpriteComponent ownerSprite))
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{
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return;
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}
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if (_buckled && buckle.DrawDepth.HasValue)
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{
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_originalDrawDepth ??= ownerSprite.DrawDepth;
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ownerSprite.DrawDepth = buckle.DrawDepth.Value;
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return;
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}
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if (!_buckled && _originalDrawDepth.HasValue)
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{
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ownerSprite.DrawDepth = _originalDrawDepth.Value;
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_originalDrawDepth = null;
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}
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}
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}
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}
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